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		<id>https://gswiki.play.net/index.php?title=Citizenship&amp;diff=63830</id>
		<title>Citizenship</title>
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		<updated>2015-06-02T07:59:56Z</updated>

		<summary type="html">&lt;p&gt;CLAUDE209: /* City-specific Citizenship and Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Citizenship&#039;&#039;&#039; can be achieved in many of the cities and towns found in [[Elanthia]]. In some cities, citizenship is limited by [[race]]. This limitation may either exclude certain races, or it may offer partial citizenship to others. Citizenship and partial citizenship bring various benefits to those who maintain them in the city or town. Using the command CITIZEN, a player can view their character&#039;s current citizenship status.&lt;br /&gt;
&lt;br /&gt;
==Earning Citizenship== &lt;br /&gt;
&lt;br /&gt;
Citizenship is earned by accumulating citizenship points. These points are gathered by performing certain actions in a town, including interacting with town NPCs, using town shops, or using other town services. A ranking system is in place to allow players to check how close to citizenship they are in a town. This is done by going to the town&#039;s citizenship clerk and then asking the clerk about STATUS. If the player is eligible, ask about CITIZENSHIP and the clerk will indicate so. To then proceed on to becoming a citizen, you must ask about REGISTER and the clerk will direct you to WRITE your name in a book (WRITE BOOK). This will grant you citizenship or partial citizenship, depending on your race. It should be noted that if a character&#039;s race makes them ineligible for citizenship, it will not be mentioned when asking about STATUS, so keep in mind which towns allow what races citizenship.&lt;br /&gt;
&lt;br /&gt;
A commonly held misconception about citizenship is that backroom access is required in all shops for citizenship.  While purchasing from NPCs does gain one citizenship points, these actions must be done over time.  Rapidly purchasing in order to gain backroom access wastes a significant amount of silvers with very little return in points.  Purchasing goods over time is effective.  Doing tasks for the city&#039;s local branch of the Adventurer&#039;s Guild seems to be an effective way to earn citizenship points, although whether this is on its own merits or due to the need to interact with NPCs is not known.  It takes approximately eight hours to gain citizenship through performing various tasks.&lt;br /&gt;
&lt;br /&gt;
It is possible to earn citizenship points in multiple cities at one time. It is even possible to reach citizenship eligibility in multiple cities, but once you have achieved citizenship in one city, you cannot have it in another unless you give up citizenship in the first. This can be done by CLEANing the book in the citizenship office.&lt;br /&gt;
&lt;br /&gt;
The eligibility tiers are as follows:&lt;br /&gt;
* Tier 0: You&#039;ve got ALOT of work ahead of you, &amp;lt;character name&amp;gt;.&lt;br /&gt;
* Tier 1: You&#039;ve started on the path to citizenship, &amp;lt;character name&amp;gt;.&lt;br /&gt;
* Tier 2: Ahhh, &amp;lt;character name&amp;gt;, you&#039;re progressing nicely towards citizenship.&lt;br /&gt;
* Tier 3: &amp;lt;character name&amp;gt;, you certainly are gaining a lot of recognition around town lately.&lt;br /&gt;
* Tier 4: Greetings, &amp;lt;character name&amp;gt;. How is life treating you today?&lt;br /&gt;
&lt;br /&gt;
Shortly after achieving the fourth tier, citizenship will become available if the character&#039;s race is allowed in the town.  There is no change in STATUS after citizenship is available; make sure you&#039;re asking about citizenship instead of status at this point.&lt;br /&gt;
&lt;br /&gt;
==Citizenship Benefits==&lt;br /&gt;
&lt;br /&gt;
Citizenship brings with it various benefits. Some of these are city specific, some of them apply to all of the cities.&lt;br /&gt;
&lt;br /&gt;
Citizenship Benefits include:&lt;br /&gt;
* A beneficial bonus in the merchant system, including better prices for sold goods, and cheaper prices for bought goods.&lt;br /&gt;
* Bank note exchanges provide benefits to citizens.&lt;br /&gt;
* Discounts when using the [[Chronomage Teleportation System|Chronomage]] system from the town of citizenship.&lt;br /&gt;
* [[Player run shop]]s may be purchased in a city by its citizens.&lt;br /&gt;
* [[Zul Logoth]] citizens receive a discount on the price of cart rides.&lt;br /&gt;
* Citizens of [[Icemule Trace]] do not have to pay to use the various gates.&lt;br /&gt;
* Citizens of [[Wehnimer&#039;s Landing]] do not have to pay to use the west gate.&lt;br /&gt;
* Citizens of [[River&#039;s Rest]] receive discounted rates for the Live Bait and no charge for the races at Bertha&#039;s.&lt;br /&gt;
* There is a citizen-only lounge for residents of [[Kharam Dzu]] on the [[Glaesen Star]].&lt;br /&gt;
* Citizens of [[Mist Harbor]] can get their teleportation jewelry grounded to a specific outside room in Mist Harbor by a qualifying merchant.&lt;br /&gt;
* The captain of the ferry across the [[Lake of Fear]] asks for less bribe money from citizens of [[Ta&#039;Vaalor]].  Vaalor citizens also do not have to pay for their papers and have the option to join the [[Crimson Legion]] Reserves.&lt;br /&gt;
* Certain towns have [[Citizenship Pins|citizenship pins]] and citizen-specific verbs.&lt;br /&gt;
&lt;br /&gt;
===Citizenship-specific verbs===&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
! colspan=2 style=&amp;quot;background:#ddd; white-space: nowrap; font-size: larger; text-align: center;&amp;quot; | &#039;&#039;&#039;River&#039;s Rest&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FLY&lt;br /&gt;
|You flap your arms and let out a harsh scream, imitating a blood eagle.&lt;br /&gt;
|-&lt;br /&gt;
|FLY &amp;lt;person&amp;gt; or &amp;lt;creature&amp;gt;&lt;br /&gt;
|Arms outstretched, you swoop towards (target) and let out a harsh scream, imitating a blood eagle.&lt;br /&gt;
|-&lt;br /&gt;
|FLY &amp;lt;self&amp;gt;&lt;br /&gt;
|Doing your best imitation of a newcomer&#039;s first encounter with a blood eagle, you windmill your arms, let out an ear-piercing shriek, and topple to the ground with a thud.&lt;br /&gt;
|-&lt;br /&gt;
|FLY &amp;lt;object&amp;gt;&lt;br /&gt;
|Doing your best imitation of a newcomer&#039;s first encounter with a blood eagle, you windmill your arms, let out an ear-piercing shriek, and topple to the ground in front of (target).&lt;br /&gt;
|-&lt;br /&gt;
|GLANCE &amp;lt;self&amp;gt;&lt;br /&gt;
|You glance over yourself, making sure you are a presentable River Rat.&amp;lt;br&amp;gt;Senglent glances over himself, checking his appearance before adopting a proud, cocksure stance.&lt;br /&gt;
|-&lt;br /&gt;
|GLANCE &amp;lt;creature&amp;gt;&lt;br /&gt;
|You glance at (target) and try to determine if it would give a River Rat a good fight.&amp;lt;br&amp;gt;Senglent glances at a jet black gyrfalcon, cooly inspecting the gyrfalcon with an expression of cocksureness.&lt;br /&gt;
|-&lt;br /&gt;
|GLANCE &amp;lt;player&amp;gt;&lt;br /&gt;
|You glance at (target) and try to determine if they are a citizen of River&#039;s Rest.&amp;lt;br&amp;gt;Senglent glances at &amp;lt;player&amp;gt;, carefully inspecting &amp;lt;him&amp;gt; with an expression of cocksureness.&lt;br /&gt;
|-&lt;br /&gt;
|MUMBLE &amp;lt;person&amp;gt;&lt;br /&gt;
|You glance at (target) and mumble something about imperial lackeys.&lt;br /&gt;
|-&lt;br /&gt;
|MUMBLE &amp;lt;self&amp;gt;&lt;br /&gt;
|You mumble something about imperial taxes and revolution.&lt;br /&gt;
|-&lt;br /&gt;
|MUMBLE &amp;lt;object&amp;gt; or &amp;lt;creature&amp;gt;&lt;br /&gt;
|You mumble some foul oaths that would make a deckhand blush to (target).&lt;br /&gt;
|-&lt;br /&gt;
|RAISE DRINK&lt;br /&gt;
|You raise your &amp;lt;drink&amp;gt; in a toast to River&#039;s Rest!&lt;br /&gt;
|-&lt;br /&gt;
|SNORT&lt;br /&gt;
|You start to snorfle, but you inhale as you do and plummet into a coughing fit!&lt;br /&gt;
|-&lt;br /&gt;
|SNORT &amp;lt;person&amp;gt;&lt;br /&gt;
|You snorfle at (target), sounding a lot like an aardvark.&lt;br /&gt;
|-&lt;br /&gt;
|WHISTLE &amp;lt;self&amp;gt;&lt;br /&gt;
|You whistle a carefree tune, the perfect picture of innocence.&lt;br /&gt;
|-&lt;br /&gt;
|WHISTLE &amp;lt;target&amp;gt; or &amp;lt;creature&amp;gt;&lt;br /&gt;
|You glance at Turpin the shopkeeper and whistle a carefree tune, the perfect picture of innocence.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background:#ddd; white-space: nowrap; font-size: larger; text-align: center;&amp;quot; | &#039;&#039;&#039;Kharam Dzu&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|PANIC&lt;br /&gt;
|You suddenly feel nervous and instinctively glance in the direction of Ghorsa Tower. Was that the gong?&lt;br /&gt;
|-&lt;br /&gt;
|PANIC &amp;lt;self&amp;gt;&lt;br /&gt;
|Your palms start to sweat as panic sets in.  Somebody should go ring the gong!&lt;br /&gt;
|-&lt;br /&gt;
|PANIC &amp;lt;person&amp;gt;&lt;br /&gt;
|As the feeling of panic rises up in you, you shout to &amp;lt;person&amp;gt;, &amp;quot;Quick, go ring the gong!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|PANIC &amp;lt;creature&amp;gt;&lt;br /&gt;
|The presence of the &amp;lt;creature&amp;gt; is too much for you to take!  You recoil in a panic, flailing and whimpering.  Somebody should go ring the gong!&lt;br /&gt;
|-&lt;br /&gt;
|PANIC &amp;lt;object&amp;gt;&lt;br /&gt;
|You recoil from &amp;lt;object&amp;gt; in panic, expecting it to be as hot as lava.&lt;br /&gt;
|-&lt;br /&gt;
|DUST &amp;lt;self&amp;gt;&lt;br /&gt;
|You rub your hands together compulsively.&lt;br /&gt;
|-&lt;br /&gt;
|DUST &amp;lt;object&amp;gt;&lt;br /&gt;
|You dust off the &amp;lt;object&amp;gt; compulsively.  It just won&#039;t come clean!&amp;lt;br&amp;gt;Citizen dusts off the &amp;lt;object&amp;gt; compulsively as if he will never be satisfied with its condition.&lt;br /&gt;
|-&lt;br /&gt;
|DUST &amp;lt;creature&amp;gt;&lt;br /&gt;
|You hedge toward &amp;lt;object&amp;gt;, inspecting it for ash.&amp;lt;br&amp;gt;Citizen hedges toward &amp;lt;creature&amp;gt;, his fingers twitching.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background:#ddd; white-space: nowrap; font-size: larger; text-align: center;&amp;quot; | &#039;&#039;&#039;Mist Harbor&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|SMOOCH&lt;br /&gt;
|Delicious, delectable, and scrumptious are just a few of many words that cross your mind as you loudly kiss your joined fingertips before splaying them in front of you in an expression of appreciation.&lt;br /&gt;
|-&lt;br /&gt;
|SMOOCH &amp;lt;creature&amp;gt;&lt;br /&gt;
|You bite your lip and stare at (creature) in consternation.&lt;br /&gt;
|-&lt;br /&gt;
|SMOOCH &amp;lt;object&amp;gt;&lt;br /&gt;
|You smooch the palm of your hand and blow it at (object).&lt;br /&gt;
|-&lt;br /&gt;
|SMOOCH &amp;lt;self&amp;gt;&lt;br /&gt;
|You open your mouth to speak.  After remaining silent for a pregnant moment, you close your mouth again, brow furrowed.&lt;br /&gt;
|-&lt;br /&gt;
|SMOOCH &amp;lt;person&amp;gt;&lt;br /&gt;
|You smooch your fingertips and touch them to (target&#039;s) cheek.&lt;br /&gt;
|-&lt;br /&gt;
|EXPRESS (despair)&lt;br /&gt;
|You cry out in despair, tears streaming down your face.&lt;br /&gt;
|-&lt;br /&gt;
|EXPRESS (elation)&lt;br /&gt;
|You hug yourself and grin so wide you feel like your lips will crack, while you emit a high-ptched squeal.&lt;br /&gt;
|-&lt;br /&gt;
|EXPRESS (overcome)&lt;br /&gt;
|Overcome, you lay your wrist upon your forehead with a tiny gasp and sink delicately to the floor.&lt;br /&gt;
|-&lt;br /&gt;
|EXPRESS (rage)&lt;br /&gt;
|You throw your head back and open your mouth widely, letting loose an earsplitting howl of rage.&lt;br /&gt;
|-&lt;br /&gt;
|SLAP&lt;br /&gt;
|Turning her palm outward, NAME puts (his/her) hand to (his/her) forehead in a mock swoon.&lt;br /&gt;
|-&lt;br /&gt;
|LAUGH (mirth)&lt;br /&gt;
|Your shoulders shake subtly as you struggle to conceal your expression of mirth.&lt;br /&gt;
|- &lt;br /&gt;
|LAUGH (raucous)&lt;br /&gt;
|You burst into raucous laughter, losing your balance and almost falling to the ground before you catch yourself.&lt;br /&gt;
|-&lt;br /&gt;
|STRETCH (arm)&lt;br /&gt;
|You swing your arm about, and while there might be a few pops, it still seems to work.&lt;br /&gt;
|-&lt;br /&gt;
|STRETCH (hand)&lt;br /&gt;
|You clench your hand repeatedly, ensuring all the fingers still work as they should.&lt;br /&gt;
|-&lt;br /&gt;
|STRETCH (neck)&lt;br /&gt;
|You slowly move your head around, trying to remove any stiffness from your neck.&lt;br /&gt;
|-&lt;br /&gt;
|STRETCH (toes)&lt;br /&gt;
|You flex your toes to make sure none of them are broken.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background:#ddd; white-space: nowrap; font-size: larger; text-align: center;&amp;quot; | &#039;&#039;&#039;Solhaven&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|FOLD SOLHAVEN&lt;br /&gt;
|You fold your arms over your chest in a display of stubborn pride, tilting your chin up slightly in defiance. Kraken, floods, apocalypses, cats... really, what could possibly think it has the power to scare you any more?&amp;lt;br&amp;gt; Havener folds her arms over her chest in a display of stubborn pride, tilting her chin up slightly in defiance.&lt;br /&gt;
|-&lt;br /&gt;
|FOLD&lt;br /&gt;
|You fold your arms over your chest in a display of stubborn pride, tilting your chin up slightly in defiance.&lt;br /&gt;
|-&lt;br /&gt;
|FOLD &amp;lt;person&amp;gt;&lt;br /&gt;
|You fold your arms over your chest and stare (target) down.  After all you&#039;ve seen, you just aren&#039;t that impressed.&amp;lt;br&amp;gt;Havener folds her arms over her chest and stares you down, looking totally unimpressed.&lt;br /&gt;
|-&lt;br /&gt;
|PINCH SOLHAVEN&lt;br /&gt;
|You curl your hands into a facsimile of lobster claws, making exaggerated pinchy motions at the air around you while clicking your tongue to provide the snapping sounds of the claws closing.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background:#ddd; white-space: nowrap; font-size: larger; text-align: center;&amp;quot; | &#039;&#039;&#039;Ta&#039;Illistim&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|CURTSY&lt;br /&gt;
|Straightening your back, you give a formal, low curtsy.  In time with your greater movement, you incline your head as well in a brief nod.&lt;br /&gt;
|-&lt;br /&gt;
|CURTSY &amp;lt;creature&amp;gt;&lt;br /&gt;
|Such a gesture would be beneath you.&amp;lt;br&amp;gt;Illistimi glances at (target), regarding it with a critical eye.&lt;br /&gt;
|-&lt;br /&gt;
|CURTSY &amp;lt;object&amp;gt;&lt;br /&gt;
|You defer to the (target), favoring it with a perfunctory curtsy.&lt;br /&gt;
|-&lt;br /&gt;
|CURTSY &amp;lt;person&amp;gt;&lt;br /&gt;
|Straightening your back, you give a formal, low curtsy to (target). In time with your greater movement, you incline your head as well in a brief nod in his/her direction.&lt;br /&gt;
|-&lt;br /&gt;
|PONDER&lt;br /&gt;
|Oh, to only have the right book at hand!&lt;br /&gt;
|-&lt;br /&gt;
|PONDER &amp;lt;creature&amp;gt;&lt;br /&gt;
|You regard (target), pondering what a quirk of nature it surely is.&amp;lt;br&amp;gt; Illistimi ponders (target), taking note of its nature.&lt;br /&gt;
|-&lt;br /&gt;
|PONDER &amp;lt;object&amp;gt;&lt;br /&gt;
|You purse your mouth, pondering the (target).  Even without a mirror, you know your face reflects your roiling thoughts.&amp;lt;br&amp;gt; Illistimi purses his mouth, pondering the (target).  The expression on his face speaks volumes.&lt;br /&gt;
|-&lt;br /&gt;
|PONDER &amp;lt;self&amp;gt;&lt;br /&gt;
|You pause to consider recent events, and your place in them.&amp;lt;br&amp;gt; Illistimi looks suddenly very self-aware.&lt;br /&gt;
|-&lt;br /&gt;
|PONDER &amp;lt;person&amp;gt;&lt;br /&gt;
|Ruminating upon (target), you give consideration to his/her qualifications.&lt;br /&gt;
|-&lt;br /&gt;
|SALUTE&amp;lt;br&amp;gt;Random&lt;br /&gt;
|With your face alight with pride, you cry out in (language), &amp;quot;Bless the Shining City!&amp;quot;&amp;lt;br&amp;gt;  With your face alight with pride, you cry out in (language), &amp;quot;Long live Illistim&#039;s Argent Mirror!&amp;quot;&amp;lt;br&amp;gt;   With your face alight with pride, you cry out in (language), &amp;quot;Knowledge, above all things!&amp;quot;&amp;lt;br&amp;gt;   With your face alight with pride, you cry out in (language), &amp;quot;All hail the peacock and scroll!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|SCOLD&lt;br /&gt;
|How uncouth!&amp;lt;br&amp;gt; Illistimi expounds on the value of a good education.&lt;br /&gt;
|-&lt;br /&gt;
|SCOLD &amp;lt;creature&amp;gt;&lt;br /&gt;
|You sniff disdainfully, dismissing (target) with a stern look.&lt;br /&gt;
|-&lt;br /&gt;
|SCOLD &amp;lt;object&amp;gt;&lt;br /&gt;
|You vent your frustration at your (target), hoping no one notices you&#039;re talking to an inanimate object.&amp;lt;br&amp;gt;Oddly enough, Illistimi seems to be venting his frustration at (target), but is doing so quite eloquently.&lt;br /&gt;
|-&lt;br /&gt;
|SCOLD &amp;lt;self&amp;gt;&lt;br /&gt;
|You berate yourself for a complete lack of forethought.&amp;lt;br&amp;gt;Illistimi berates himself for a complete lack of forethought.&lt;br /&gt;
|-&lt;br /&gt;
|SCOLD &amp;lt;person&amp;gt;&lt;br /&gt;
|You shoot (target) the smallest of dismayed glances, conveying your disapproval.&amp;lt;br&amp;gt; Illistimi shoots you the smallest of dismayed glances, conveying his disapproval.&amp;lt;br&amp;gt; Illistimi shoots (target) the smallest of dismayed glances, conveying his disapproval.&lt;br /&gt;
|-&lt;br /&gt;
|TURN&lt;br /&gt;
|You turn around to avoid anyone seeing your look of consternation.&lt;br /&gt;
|-&lt;br /&gt;
|TURN &amp;lt;creature&amp;gt;&lt;br /&gt;
|You turn your attention to the (target), contemplating its validity as a debating partner, and relative intelligence to your own.&lt;br /&gt;
|-&lt;br /&gt;
|TURN &amp;lt;held object&amp;gt;&lt;br /&gt;
|You turn the (target) over in your hand, trying to gauge its features and catalog its usefulness.&lt;br /&gt;
|-&lt;br /&gt;
|TURN &amp;lt;self&amp;gt;&lt;br /&gt;
|You give a short glance over your shoulder.&lt;br /&gt;
|-&lt;br /&gt;
|TURN &amp;lt;person&amp;gt;&lt;br /&gt;
|You tilt your head slightly, turning your attention to (target) and giving them a measured, collected consideration.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background:#ddd; white-space: nowrap; font-size: larger; text-align: center;&amp;quot; | &#039;&#039;&#039;Ta&#039;Vaalor&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|GIGGLE&lt;br /&gt;
|Just as you are about to giggle you remember that soldiers don&#039;t act like schoolgirls.&amp;lt;br&amp;gt;&amp;lt;i&amp;gt;There is no third-person messaging.&amp;lt;/i&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|SALUTE (holding item)&lt;br /&gt;
|You snap to attention and bring your (item) to your chest in salute.&lt;br /&gt;
|-&lt;br /&gt;
|SALUTE (empty hands)&lt;br /&gt;
|You snap to attention and strike your chest with a closed fist.&lt;br /&gt;
|-&lt;br /&gt;
|SALUTE &amp;lt;self&amp;gt; (holding item)&lt;br /&gt;
|You snap to attention and bring your (item) to your chest in salute, practicing your form.&lt;br /&gt;
|-&lt;br /&gt;
|SALUTE &amp;lt;self&amp;gt; {empty hands)&lt;br /&gt;
|You snap to attention and strike your chest with a closed fist, practicing your form.&lt;br /&gt;
|-&lt;br /&gt;
|SALUTE &amp;lt;person&amp;gt; (holding item)&lt;br /&gt;
|You snap to attention and bring your (item) to your chest in a display of respect to (target).&lt;br /&gt;
|-&lt;br /&gt;
|SALUTE &amp;lt;person&amp;gt; (empty hands)&lt;br /&gt;
|You snap to attention and strike your chest with a closed fist in a display of respect to (target).&lt;br /&gt;
|-&lt;br /&gt;
|SALUTE &amp;lt;creature&amp;gt; (holding item)&lt;br /&gt;
|You snap to attention and bring your (item) to your chest in a honorific display towards (target).  May the best warrior win!&lt;br /&gt;
|-&lt;br /&gt;
|SALUTE &amp;lt;creature&amp;gt; (empty hands)&lt;br /&gt;
|You snap to attention and strike your chest with a closed fist in a honorific display towards (target).  May the best warrior win!&lt;br /&gt;
|-&lt;br /&gt;
|SALUTE &amp;lt;object&amp;gt; (holding item)&lt;br /&gt;
|You snap to attention and bring your (object) to your chest in a display of respect to (target).&lt;br /&gt;
|-&lt;br /&gt;
|SALUTE &amp;lt;object&amp;gt; (empty hands)&lt;br /&gt;
|You snap to attention and strike your chest with a closed fist in a display of respect to (target).&lt;br /&gt;
|-&lt;br /&gt;
|SCREAM (First person)&lt;br /&gt;
|You bolster your morale with a Vaalor call to arms, belting out in (language), &amp;quot;(random message as noted below)!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|SCREAM (random)&lt;br /&gt;
|Elf belts out in (language), &amp;quot;For Honor, Pride, and Glory!&amp;quot;  A look of renewed pride overcomes his expression.&lt;br /&gt;
|-&lt;br /&gt;
|SCREAM (random)&lt;br /&gt;
|Elf belts out in (language), &amp;quot;Remember [[Shadowguard]]!&amp;quot;  A look of renewed pride overcomes his expression.&lt;br /&gt;
|-&lt;br /&gt;
|SCREAM (random)&lt;br /&gt;
|Elf belts out in (language), &amp;quot;[[Hythern]]!&amp;quot;  A look of renewed pride overcomes his expression.&lt;br /&gt;
|-&lt;br /&gt;
|SCREAM (random)&lt;br /&gt;
|Elf belts out in (language), &amp;quot;For the honor of Noble [[Tyrnian Vaalor|Tyrnian]]!&amp;quot;  A look of renewed pride overcomes his expression.&lt;br /&gt;
|-&lt;br /&gt;
|SCREAM (random)&lt;br /&gt;
|Elf belts out in (language), &amp;quot;For the glory of the [[Ta&#039;Vaalor|Fortress]]!&amp;quot;  A look of renewed pride overcomes his expression.&lt;br /&gt;
|-&lt;br /&gt;
|SCREAM (random)&lt;br /&gt;
|Elf belts out in (language), &amp;quot;For the pride of the Vaalor!&amp;quot;  A look of renewed pride overcomes his expression.&lt;br /&gt;
|-&lt;br /&gt;
|SCREAM (random)&lt;br /&gt;
|Elf belts out in (language), &amp;quot;Remember the [[Sabrar]]!&amp;quot;  A look of renewed pride overcomes his expression.&lt;br /&gt;
|-&lt;br /&gt;
|TURN&lt;br /&gt;
|You turn in a slow, precise circle, assessing your surroundings from every direction.&lt;br /&gt;
|-&lt;br /&gt;
|TURN &amp;lt;self&amp;gt;&lt;br /&gt;
|You turn sharply on your heel, reversing direction with military precision.&lt;br /&gt;
|-&lt;br /&gt;
|TURN &amp;lt;person&amp;gt; / &amp;lt;creature&amp;gt; / &amp;lt;object&amp;gt;&lt;br /&gt;
|With military precision, you turn sharply on your heel to face &amp;lt;target&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background:#ddd; white-space: nowrap; font-size: larger; text-align: center;&amp;quot; | &#039;&#039;&#039;Wehnimer&#039;s Landing&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|NUDGE&lt;br /&gt;
|You push forward purposefully, letting nothing and no one stand in your way!&amp;lt;br&amp;gt;Landingite storms about, wildly swinging his elbows around.&lt;br /&gt;
|-&lt;br /&gt;
|NUDGE &amp;lt;target&amp;gt;&lt;br /&gt;
|You push past (target), roughly bumping into (him/her) on your way past.&amp;lt;br&amp;gt;Landingite rudely pushes past you, bumping into your shoulder on his way.&amp;lt;br&amp;gt;Landingite roughly brushes past (target).  How rude!&lt;br /&gt;
|-&lt;br /&gt;
|PONDER&lt;br /&gt;
|You place your hands on your hips and casually survey your surroundings.&lt;br /&gt;
|-&lt;br /&gt;
|PONDER &amp;lt;creature&amp;gt;&lt;br /&gt;
|You skeptically consider (target).&amp;lt;br&amp;gt;Landingite skeptically considers (target).&lt;br /&gt;
|-&lt;br /&gt;
|PONDER &amp;lt;object&amp;gt;&lt;br /&gt;
|You give a skeptical look at (target) while placing your hands on your hips.&amp;lt;br&amp;gt;Landingite gives a skeptical look at (target) while placing his hands on his hips.&lt;br /&gt;
|-&lt;br /&gt;
|PONDER &amp;lt;self&amp;gt;&lt;br /&gt;
|You eye the surroundings with a skeptical look.&amp;lt;br&amp;gt;Landingite eyes the surroundings with a skeptical look.&lt;br /&gt;
|-&lt;br /&gt;
|PONDER &amp;lt;person&amp;gt;&lt;br /&gt;
|You place your hands on your hips and eye (target) with a skeptical look.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;small&amp;gt;{verb} set {standard/culture}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==City-specific Citizenship and Locations==&lt;br /&gt;
&lt;br /&gt;
As stated earlier, some cities offer citizenship to only certain races, with partial citizenship being allowed for others. Some smaller towns do not even offer citizenship.&lt;br /&gt;
&lt;br /&gt;
Racial Restrictions for Various Cities:&lt;br /&gt;
* [[Wehnimer&#039;s Landing]] - No Restrictions, [[Moot Hall]] (Lich users: room# 398)&lt;br /&gt;
* [[Solhaven]]           - No Restrictions&lt;br /&gt;
* [[Icemule Trace]]      - No Restrictions&lt;br /&gt;
* [[River&#039;s Rest]]       - No Restrictions, Captain&#039;s Quarters&lt;br /&gt;
* [[Teras Isle]]         - No Restrictions&lt;br /&gt;
* [[Zul Logoth]]         - [[Dwarf]] Only.  Other races can attain partial citizenship.&lt;br /&gt;
* [[Ta&#039;Illistim]]        - [[Elf]] and [[Aelotoi]], [[Sylvankind]] and [[Dwarf]] allowed partial, [[Ta&#039;Illistim Keep]]&lt;br /&gt;
* [[Ta&#039;Vaalor]]          - [[Vaalor]] elf only, other [[Elf]] and [[Sylvankind]] allowed partial, [[Wyvern Hall]]&lt;br /&gt;
* [[Cysaegir]]           - No Restrictions &lt;br /&gt;
* [[Mist Harbor]]        - No Restrictions&lt;br /&gt;
&lt;br /&gt;
[[Category:Towns]]&lt;/div&gt;</summary>
		<author><name>CLAUDE209</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Cleric_Base/saved_posts&amp;diff=61946</id>
		<title>Cleric Base/saved posts</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Cleric_Base/saved_posts&amp;diff=61946"/>
		<updated>2015-04-18T10:37:47Z</updated>

		<summary type="html">&lt;p&gt;CLAUDE209: /* Soul Ward (319) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Posts relating to changes for all [[Cleric Base]] spells. Particularly long subjects have remained on their own pages, but are linked from here as well.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
&lt;br /&gt;
[NOTE: Original heading had Ranger info on it, this post is from sometime before 12/20/2007]&lt;br /&gt;
&lt;br /&gt;
A few minor updates to Cleric spells have been made for clarity and consistence.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Prayer of Protection (303)]] has had its mnemonic changed from &amp;quot;warding&amp;quot; to &amp;quot;protection.&amp;quot; &amp;quot;Warding&amp;quot; was an artifact of its old name before the de-ICEing.&amp;lt;br&amp;gt;&lt;br /&gt;
Holy Blade (304) has become a misnomer as the spell can be applied to more than just blades. Its name has been changed to [[304|Bless Item]] and its mnemonic is now &amp;quot;bless.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Blinding (311) has been changed to [[311|Blind]]. This is primarily due to the name never changing after the de-ICE and secondarily because in our current spell naming schemes for single-name spells, we use infinitive verb forms and not gerunds. Its mnemonic is now also &amp;quot;blind.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- GM Oscuro -&amp;lt;br&amp;gt;&lt;br /&gt;
Cleric/Empath Team&lt;br /&gt;
&lt;br /&gt;
==[[Prayer of Holding (301)]]==&lt;br /&gt;
{{saved-post&lt;br /&gt;
 | category = Cleric Spells&lt;br /&gt;
 | topic = Clerics&lt;br /&gt;
 | messagenum = 6804 &lt;br /&gt;
 | author = GS4-Oscuro &lt;br /&gt;
 | date = 10/23/2007 12:26:06 PM&lt;br /&gt;
 | subject = Prayer of Holding (301) Updated&lt;br /&gt;
}}&lt;br /&gt;
The Cleric spell [[Prayer of Holding (301)|301, Prayer of Holding]], has been updated.&lt;br /&gt;
&lt;br /&gt;
The [[mana]] cost of the spell has been changed from 1 mana per 2 [[level]]s of the target, capped at 20 mana to a summation seed 1 based off of the target&#039;s level. That is, a level 1 target costs 1 mana whereas a level 105 target costs 14 mana. This mana cost grows at a much slower rate than the previous one.&lt;br /&gt;
&lt;br /&gt;
The duration of Prayer of Holding previously was dramatically influenced by the level of the caster. This factor has been reduced in importance and replaced with an increased importance of warding margin (endroll).&lt;br /&gt;
&lt;br /&gt;
When imbedded by the [[Magic Item Create (420)]] or [[Holy Receptacle (325)]] spells or charged by the [[Charge Item (517)]] spell, Prayer of Holding counts as a level 8 spell to emulate the variable mana cost for different targets.&lt;br /&gt;
&lt;br /&gt;
Prayer of Holding now counts as a spell of war.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;= - GM Oscuro - =&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[Smite/Bane (302)]]==&lt;br /&gt;
{{saved-post&lt;br /&gt;
 | category = Sorcerers&lt;br /&gt;
 | topic = Developer&#039;s Corner - Sorcerers&lt;br /&gt;
 | messagenum = [http://forums.play.net/forums/GemStone%20IV/Sorcerers/Developer&#039;s%20Corner%20-%20Sorcerers/view/1580 1580]&lt;br /&gt;
 | author = GS4-OSCURO&lt;br /&gt;
 | date=09/27/2012 at 6:53:00 AM&lt;br /&gt;
 | subject = Re: Mana Disruption (702) Update Ideas&lt;br /&gt;
}}&lt;br /&gt;
That thread about [[Smite/Bane (302)]] was mostly anecdotal and very far from any numbers that should be used for comparison&#039;s sake. [[Mana Disruption (702)|702]] is actually very close to Smite/Bane (302) in crit ability - 302&#039;s crits were modeled after 702 in the design process. 302 does get two aspects from training that 702 doesn&#039;t, however, the instant death rate (which caps out around 9%, but only approaches that for extremely high endrolls and lore training) and the infusions. &amp;quot;Mana&amp;quot; infusions were never fully completed design-wise with 302 and in their current state are just the occasional (based on [[Spiritual Lore, Religion|Religion lore)]] burst of 10 or 20 extra concussion damage for no increased mana cost. They should probably be considered done, and no longer called &amp;quot;mana&amp;quot; infusions. One should also note that 302 does half damage and crit level against the &amp;quot;other&amp;quot; target type (living for Smite and undead for Bane) at twice the mana cost. &lt;br /&gt;
&lt;br /&gt;
All damage spells which use [[CHANNEL (verb)|CHANNEL]] bonuses have it implemented in the exact same manner. The main reason why 302 can kill more often is the auto-death chance from lore, as its frequency increases with warding margin, and CHANNELing is just an effective bonus to warding margin.&lt;br /&gt;
&lt;br /&gt;
GameMaster Oscuro&lt;br /&gt;
&lt;br /&gt;
{{saved-post&lt;br /&gt;
 | category = Clerics&lt;br /&gt;
 | topic = Cleric Spells&lt;br /&gt;
 | messagenum = [http://forums.play.net/forums/GemStone%20IV/Clerics/Cleric%20Spells/view/666 666]&lt;br /&gt;
 | author = [mailto:GS4-ESTILD@play.net GS4-ESTILD]&lt;br /&gt;
 | date=09/20/2012 at 6:22:00 PM&lt;br /&gt;
 | subject = Re: 312 charged&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;TROUBLE 13:&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&amp;quot;Although I haven&#039;t hunted my cleric in a while, I can tell you that the instant death isn&#039;t affected by end rolls, the death crits part is though.&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;RATHBONER:&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&amp;quot;Instakills happen about 5% of the time with minimal ways to affect the chance.&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Both of these statements are incorrect.&lt;br /&gt;
&lt;br /&gt;
GameMaster Estild&lt;br /&gt;
&lt;br /&gt;
==[[Bless Item (304)]]==&lt;br /&gt;
{{saved-post&lt;br /&gt;
 | category = Magic Spells and Systems&lt;br /&gt;
 | topic = Magic Systems&lt;br /&gt;
 | messagenum = 2995&lt;br /&gt;
 | author = GS4-ESTILD&lt;br /&gt;
 | date = 1/19/2009 10:46:49 PM&lt;br /&gt;
 | subject = Bless/Curse&lt;br /&gt;
}}In an effort to better protect a player&#039;s equipment, blessing (via [[Bless Item (304)]] or [[Symbol of Blessing]]/[[Symbol of Holiness|Holiness]]) a cursed item will no longer result in an explosion, which would previously destroy said item.&lt;br /&gt;
&lt;br /&gt;
GameMaster Estild&lt;br /&gt;
&lt;br /&gt;
{{saved-post&lt;br /&gt;
 | category = Magic Spells and Systems&lt;br /&gt;
 | topic = Magic Systems&lt;br /&gt;
 | messagenum = 2997&lt;br /&gt;
 | author = GS4-ESTILD&lt;br /&gt;
 | date = 1/19/2009 10:55:35 PM&lt;br /&gt;
 | subject = Bless/Curse&lt;br /&gt;
}}&amp;lt;i&amp;gt;Does this mean that using symbol of holiness on a critter-generated cursed weapon will have no effect whatsoever anymore? Neither explosion nor temporary uncurse?-Grendeg&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I don&#039;t believe it ever temporary uncursed items. Other than that, it will have no effect.&lt;br /&gt;
&lt;br /&gt;
GameMaster Estild&amp;lt;br&amp;gt;&lt;br /&gt;
Cleric/Empath Team &lt;br /&gt;
&lt;br /&gt;
{{saved-post&lt;br /&gt;
 | category = Magic Spells and Systems&lt;br /&gt;
 | topic = Magic Systems&lt;br /&gt;
 | messagenum = 3003&lt;br /&gt;
 | author = GS4-ESTILD&lt;br /&gt;
 | date =  1/20/2009 12:22:22 AM&lt;br /&gt;
 | subject = Bless/Curse&lt;br /&gt;
}}Yes, this change has the same effect on creatures too. The combat advantage it previously granted for only 4 [[mana]] with absolute success was also a reason for this change.&lt;br /&gt;
&lt;br /&gt;
GameMaster Estild&amp;lt;br&amp;gt;&lt;br /&gt;
Cleric/Empath Team&lt;br /&gt;
&lt;br /&gt;
==[[Benediction (307)]]==&lt;br /&gt;
{{saved-post&lt;br /&gt;
 | category = Clerics&lt;br /&gt;
 | topic = Cleric Spells&lt;br /&gt;
 | messagenum =9389&lt;br /&gt;
 | author = GS4-ESTILD&lt;br /&gt;
 | date =  9/21/2010 2:58:01 PM&lt;br /&gt;
 | subject = Bolt AS (Benediction (307) update)&lt;br /&gt;
}}&lt;br /&gt;
It&#039;s the intended goal that [[bolt]]ing is an effective hunting method for all [[Pure]]s. Until this point, [[Cleric]]s and [[Sorcerer]]s have been at a significant disadvantage in terms of the amount of bolt [[Attack strength|AS]] they could generate compared to [[Wizard]]s and [[Empath]]s. As such, we&#039;re implementing some updates to resolve this issue. The Cleric solution is provided below and as previously announced by [[GameMaster]] Strathspey, Sorcerers will receive a similar update in the future with the release of [[Balefire (713)]], although the implementation and statistical details will be different.&lt;br /&gt;
&lt;br /&gt;
[[Benediction (307)]] has been updated to provide a [[Self-cast|self cast]] bonus to bolt AS for every two spell ranks past 27 (where the normal group bonus of +15 AS/[[DS]] caps). For each point of increase, there is an increased [[mana]] cost of one. As with other combat modifiers, the bonus caps at [[level]]. At level 100, the spell will provide +15 generic AS/DS to the entire group and an additional +36 bolt AS for the caster, for a total of 53 mana. If multiple Clerics are grouped, they can each cast the spell to gain the self cast bonus.&lt;br /&gt;
&lt;br /&gt;
GameMaster Estild&amp;lt;br&amp;gt;&lt;br /&gt;
Cleric/Empath Team&lt;br /&gt;
&lt;br /&gt;
{{saved-post&lt;br /&gt;
 | category = Clerics&lt;br /&gt;
 | topic = Cleric Spells&lt;br /&gt;
 | messagenum =9394&lt;br /&gt;
 | author = GS4-ESTILD&lt;br /&gt;
 | date =  9/21/2010 5:23:08 PM&lt;br /&gt;
 | subject = Re: Bolt AS (Benediction (307) update)&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;gt;2) Can you make it so that there&#039;s a Spell Aiming threshold requirement? I can imagine 307 being REALLY ANNOYING to cast (53 mana) for someone who has 0 ranks in Spell Aiming. -NOVAESKYE&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since the spell is typically only cast right before a hunt while resting on a [[node]], I&#039;m less inclined to set a precedent for such a mechanic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;gt;3) Now.. what are your thoughts about the DF of 306 against the living.. when combined with my thoughts of the &amp;quot;[[302]] split&amp;quot;? -NOVAESKYE&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are no plans to make [[Holy Bolt (306)]] more effective against the living. For the mana cost, it&#039;s a powerful spell against the [[undead]], which is offset by its weakness against the living. [[Fire Spirit (111)]] fulfills the role as the bolt spell of choice against the living.&lt;br /&gt;
&lt;br /&gt;
It&#039;s doubtful any future spells or updates will use the alignment system to determine a bonus/penalty against the living/undead. In fact, it&#039;s one of the things we&#039;re removing with the update to [[Divine Wrath (335)]].&lt;br /&gt;
&lt;br /&gt;
GameMaster Estild&amp;lt;br&amp;gt;&lt;br /&gt;
Cleric/Empath Team &lt;br /&gt;
&lt;br /&gt;
{{saved-post&lt;br /&gt;
 | category = Clerics&lt;br /&gt;
 | topic = Cleric Spells&lt;br /&gt;
 | messagenum =9394&lt;br /&gt;
 | author = GS4-ESTILD&lt;br /&gt;
 | date =  9/21/2010 6:03:08 PM&lt;br /&gt;
 | subject = Re: Bolt AS (Benediction (307) update)&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;gt;I have zero interest in spending 53 mana (or less depending on level/training) simply for the group effect and AS bonus for 307. My cleric does not train in bolting. I don&#039;t wish to sit around waiting on mana while my group, that I cast 307 for, waits for me to pulse. -Galenok&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the hunt/rest aspect of the game, you do not have to wait for mana. You simply cast your spells while you&#039;re resting, so that once your mind reaches the desired state, you can begin your hunt. If you are resting until your mind is &amp;quot;clear&amp;quot;, after the first pulse at &amp;quot;muddled&amp;quot;, you can cast Benediction and regain your mana before the next pulse or two that will set you to cleared. In such a scenario, you were waiting on your experience to be absorbed, not mana.&lt;br /&gt;
&lt;br /&gt;
GameMaster Estild&amp;lt;br&amp;gt;&lt;br /&gt;
Cleric/Empath Team &lt;br /&gt;
&lt;br /&gt;
==[[Fervent Reproach (312)]]==&lt;br /&gt;
{{saved-post&lt;br /&gt;
 | category = Clerics&lt;br /&gt;
 | topic = Developer&#039;s Corner - Clerics&lt;br /&gt;
 | messagenum = [http://www.play.net/forums/messages.asp?forum=102&amp;amp;category=25&amp;amp;topic=2&amp;amp;message=1644 1644]&lt;br /&gt;
 | author = GS4-ESTILD&lt;br /&gt;
 | date=11/28/2006 at 2:59:20 PM&lt;br /&gt;
 | subject = Re: Interdiction is not so cool as it its name implies&lt;br /&gt;
}}&amp;lt;i&amp;gt;&#039;&#039;&#039;THROGG:&#039;&#039;&#039; &amp;lt;br&amp;gt;&#039;&#039;&amp;quot;I am unclear on the meaning of this statement. What non-bolt attacks? Weapons? Or do you mean that damage from CS based attack spells is increased if the target is stunned? I don&#039;t recall ever seeing that before.&amp;quot;&#039;&#039;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bane/[[Smite (302)]], [[Fervent Reproach (312)]], [[Divine Fury (317)]], and [[Bone Shatter (1106)]] have had this benefit since the conversion to GemStone IV. GameMaster Uliq announced it before the migration.&lt;br /&gt;
&lt;br /&gt;
GameMaster Estild&amp;lt;br&amp;gt;&lt;br /&gt;
Cleric/Empath Team&lt;br /&gt;
&lt;br /&gt;
{{saved-post&lt;br /&gt;
 | category = Clerics&lt;br /&gt;
 | topic = [[Cleric Base|Cleric Spells]]&lt;br /&gt;
 | messagenum = 8369&lt;br /&gt;
 | author = GS4-ESTILD&lt;br /&gt;
 | date = 5/5/2009 10:34:16 PM&lt;br /&gt;
 | subject = Fervent Reproach (312) Lore Update&lt;br /&gt;
}}With the update to [[enhancive]]s, [[312|Fervent Reproach&#039;s (312)]] lore benefit has been reworked to no longer grant +maximum [[health]] or [[mana]]. It will now just provide an increase to the caster&#039;s existing health/mana pools. This results in no net change, as the previous lore benefit would boost current and maximum resource pools when applied, but would not affect the pools when the effect faded.&lt;br /&gt;
&lt;br /&gt;
GameMaster Estild&lt;br /&gt;
&lt;br /&gt;
==[[Relieve Burden (314)]]==&lt;br /&gt;
{{saved-post&lt;br /&gt;
 | category = Arkati and Other Spirits&lt;br /&gt;
 | topic = General Discussion &lt;br /&gt;
 | messagenum = 911&lt;br /&gt;
 | author = GS4-ESTILD&lt;br /&gt;
 | date = 4/23/2010 12:34:35 PM&lt;br /&gt;
 | subject = Re: Archaeologists Unearth Shrine + Relieve Burden (314) &lt;br /&gt;
}}The recent campaign by the [[Cleric Guild]] to collect alms has been a success, but many Theologians and other clergy have reported the tremendous burden that is placed upon them for carrying such large amounts of [[Silvers|silver]]. It hampers their daily tasks and makes travel more difficult. To remedy the situation, the Cleric Guild has researched a method to reduce the [[encumbrance]] of silver through the aid of magic. All clerics may now cast [[Relieve Burden (314)]]. And while the overall goal for the necessary funds to pay for the Chronomage service tomorrow is near, clerics are still encouraged to continue collecting alms until then.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
314 - Relieve Burden [RELIEVE]&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: 900 seconds + 30 seconds for every Cleric spell rank known; cumulative&amp;lt;br&amp;gt;&lt;br /&gt;
Type: Utility&lt;br /&gt;
&lt;br /&gt;
[[Cleric]]s often collect offerings of alms for the poor. This spell will negate the encumbrance associated with loose silvers (not in boxes, just what the target carries in his or her pockets). The number of silvers that can be held without burden is 10,000 silvers + 2000 * Seed 5 ranks in [[Spiritual Lore - Blessings]]. Only silvers in excess of the spell&#039;s ability will apply to encumbrance. For example, if a cleric can negate 12000 silvers and is carrying 14000 silvers, only 2000 apply to encumbrance.&lt;br /&gt;
&lt;br /&gt;
With the increased bonus, the [[mana]] cost increases. The base is 14 mana, + 1 for every 4000 silvers negated beyond the base amount.&lt;br /&gt;
&lt;br /&gt;
When cast upon others, the duration is 2 minutes and the target is relieved of only the base 10,000 silvers burden.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Relieve Burden will replace [[Interdiction (314)]] in the [[Cleric Base]] spell list. Interdiction has been moved to the creature-only spell list. Credit to former [[GameMaster]] Warden for the design and to GameMaster Oscuro for the coding.&lt;br /&gt;
&lt;br /&gt;
GameMaster Estild&lt;br /&gt;
&lt;br /&gt;
===Interdiction===&lt;br /&gt;
{{saved-post&lt;br /&gt;
 | category = Clerics&lt;br /&gt;
 | topic = Developer&#039;s Corner - Clerics &lt;br /&gt;
 | messagenum = 3022&lt;br /&gt;
 | author = GS4-Oscuro&lt;br /&gt;
 | date = 5/12/2010 4:54:49 PM&lt;br /&gt;
 | subject = Re: Staff of the Proselyte (340)&lt;br /&gt;
}}&amp;lt;i&amp;gt;&amp;gt;&amp;gt;I liked Interdiction because the duration was based off of level rather than warding.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If we did end up keeping Interdiction, we were going to drop that aspect. It&#039;s antiquated design. We now make spell durations based off of ranks in the circle rather than level.&lt;br /&gt;
&lt;br /&gt;
GameMaster Oscuro&lt;br /&gt;
&lt;br /&gt;
==[[Soul Ward (319)]]==&lt;br /&gt;
{{saved-post&lt;br /&gt;
 | category = Clerics&lt;br /&gt;
 | topic = Cleric Spells&lt;br /&gt;
 | messagenum = 838&lt;br /&gt;
 | author = GS4-ESTILD&lt;br /&gt;
 | date = 11/09/2014 11:28 PM EST&lt;br /&gt;
 | subject = Soul Ward (319) Released! &lt;br /&gt;
}}Soul Ward (319) is a new defensive spell now available to Clerics. Below is the spell description (which can also be found at http://www.play.net/gs4/info/spells/spelllist.asp?circle=7#319 ):&lt;br /&gt;
&lt;br /&gt;
In the year 5114, by Koar&#039;s command, one of his high priests organized people of all faith to come together and commune to ask for assistance in combating the Shadows. The Arkati responded by bestowing their Clerics with a powerful protective ward through the Soul Ward spell. Soul Ward will shield the caster from the first attack any from opponent. Training in http://www.play.net/gs4/info/skills.asp#spirlore Spiritual Lore, Blessings provides for a chance to negate subsequent attacks. The chance of success is 1% at 1 lore ranks, and has a maximum of 19% at 190 lore ranks. In addition, a Cleric may INFUSE SPIRIT which will allow them to avoid an additional attack from all present opponents in the room at the cost of 1 spirit point. This ability may also be used while under a status effect (stunned, roundtime, etc) at the cost of 2 spirit points.&lt;br /&gt;
&lt;br /&gt;
My personal thanks to GameMaster Kenstrom for incorporating this spell&#039;s release into his [[Cross Into Shadows]] storyline, GameMaster Xayle for writing the spell&#039;s messaging, and GameMaster Mestys for QC and releasing the spell when I could not be available.&lt;br /&gt;
&lt;br /&gt;
GameMaster Estild&lt;br /&gt;
&lt;br /&gt;
{{saved-post&lt;br /&gt;
 | category = Clerics&lt;br /&gt;
 | topic = Cleric Spells&lt;br /&gt;
 | messagenum = 1037&lt;br /&gt;
 | author = GS4-ESTILD&lt;br /&gt;
 | date = 04/08/2015 12:14 PM EDT&lt;br /&gt;
 | subject = Re: 319 Still Wonky&lt;br /&gt;
}}To make it easier to identify if Soul Ward (319) is simply failing to trigger or if it&#039;s just a matter that the target warded the Cleric&#039;s spell, I&#039;ve added messaging for the latter. Basically, if it&#039;s the first attack from the creature and you see no messaging at all from Soul Ward, then it&#039;s a bug (in which case, please post here and provide a log).&lt;br /&gt;
&lt;br /&gt;
GameMaster Estild&lt;br /&gt;
&lt;br /&gt;
==[[Holy Receptacle (325)]]==&lt;br /&gt;
{{saved-post&lt;br /&gt;
 | category = Clerics&lt;br /&gt;
 | topic = Cleric General Discussion&lt;br /&gt;
 | messagenum = 1087&lt;br /&gt;
 | author = GS4-OSCURO&lt;br /&gt;
 | date = 5/14/2008 10:21:55 PM &lt;br /&gt;
 | subject = RUMMAGE and Holy Receptacle (325)&lt;br /&gt;
}}The [[RUMMAGE (verb)|RUMMAGE]] verb has been updated to find [[Holy Receptacle (325)]] blessed gems of the common deity tier in a container; that is, Silver to Gold, Brimstone, Nexus, Chrism and Intercession blessed gems. This operates in the same fashion as rummaging for [[scroll]]s with [[spell]]s, [[runestone]]s or [[alchemy]] ingredients. The syntax is as follows:&lt;br /&gt;
&lt;br /&gt;
RUMMAGE [in|on|under|behind] {container} HOLY {tier}&lt;br /&gt;
&lt;br /&gt;
- GM Oscuro - &lt;br /&gt;
&lt;br /&gt;
{{saved-post&lt;br /&gt;
 | category = Magic Spells and Systems&lt;br /&gt;
 | topic = Minor Elemental Circle&lt;br /&gt;
 | messagenum = 1786&lt;br /&gt;
 | author = [[User:CARABELE|CARABELE]]&lt;br /&gt;
 | date = 6/5/2008 11:02:57 AM&lt;br /&gt;
 | subject = Re: More in imbedding&lt;br /&gt;
}}&amp;lt;i&amp;gt;&amp;gt;How do you know what is conservative for blessing and what isn&#039;t?&amp;lt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By the silver value of the gem (not gemshop appraised value, but character [[APPRAISE (verb)|appraised]] value -- if the character is well trained in [[trading]] -- or [[Loresinging|loresung]] appraised value).&lt;br /&gt;
&lt;br /&gt;
Any gem worth less that 1500 silvers will generally hold only 15 mana.&amp;lt;br&amp;gt;&lt;br /&gt;
Any gem between about 1500 and 3000 silvers will generally hold 20 mana.&amp;lt;br&amp;gt;&lt;br /&gt;
Any gem between about 3000 and 4500 silvers will generally hold 30 mana.&amp;lt;br&amp;gt;&lt;br /&gt;
Any gem between about 4500 silvers and 6000 silvers will generally hold 40 mana.&amp;lt;br&amp;gt;&lt;br /&gt;
Any gem between about 6000 silvers and 7500 silvers will generally hold 50 mana.&amp;lt;br&amp;gt;&lt;br /&gt;
Any gem above 7500 silvers in value will generally hold 60 mana.&lt;br /&gt;
&lt;br /&gt;
These are rough estimates of course, but seem to hold true as an overall rule of thumb.&lt;br /&gt;
&lt;br /&gt;
Still, because a gem might hold 60 [[mana]] doesn&#039;t mean your character can necessarily use all 60 mana capacity, much the same as I have noticed with imbedding.&lt;br /&gt;
&lt;br /&gt;
Check out the Lore Benefits Summation Chart at...&lt;br /&gt;
http://carabele.com/LoreBenefits.htm&lt;br /&gt;
&lt;br /&gt;
{{saved-post&lt;br /&gt;
 | category = Magic Spells and Systems&lt;br /&gt;
 | topic = Minor Elemental Circle&lt;br /&gt;
 | messagenum = 1786&lt;br /&gt;
 | author = GM Estild&lt;br /&gt;
 | date = 6/5/2008 6/5/2008 12:07:11 PM&lt;br /&gt;
 | subject = Re: More in imbedding&lt;br /&gt;
}}&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;forumTable&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td bgcolor=&amp;quot;#EEEEEE&amp;quot; class=&amp;quot;forumCell1&amp;quot;&amp;gt;&lt;br /&gt;
CARABELE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td bgcolor=&amp;quot;#DDDDDD&amp;quot; class=&amp;quot;forumCell2&amp;quot;&amp;gt;&lt;br /&gt;
Maybe that was just ill luck or something, but I&#039;m pretty sure (can&#039;t be positive unless a GM says one way or another) that gems cap out at 60 mana.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
There is no hard cap.&lt;br /&gt;
&lt;br /&gt;
GameMaster Estild&amp;lt;br&amp;gt;&lt;br /&gt;
Cleric/Empath Team&lt;br /&gt;
&lt;br /&gt;
{{saved-post&lt;br /&gt;
 | category = [[Cleric]]s&lt;br /&gt;
 | topic = Cleric Spells&lt;br /&gt;
 | messagenum = 8226&lt;br /&gt;
 | author = GS4-OSCURO&lt;br /&gt;
 | date = 4/1/2009 4:31:04 PM&lt;br /&gt;
 | subject = [[Holy Receptacle (325)|Holy Receptacle]], [[Holy Receptacle (325)#Tier 3: Nexus|Nexus]] (325, tier 3) Update&lt;br /&gt;
}}In an attempt to increase the utility of Nexus gems, they can now be used to teleport between adjacent realms. Additionally, the chance of successful use is increased if the destination room is a shrine dedicated to the god of the Cleric or a god in the same pantheon. The chance is decreased when teleporting to a shrine of a god in a different pantheon.&lt;br /&gt;
&lt;br /&gt;
- GM Oscuro -&lt;br /&gt;
&lt;br /&gt;
{{saved-post&lt;br /&gt;
 | category = [[Cleric]]s&lt;br /&gt;
 | topic = Cleric Spells&lt;br /&gt;
 | messagenum = 8230&lt;br /&gt;
 | author = GS4-ESTILD&lt;br /&gt;
 | date = 4/1/2009 5:09:56 PM&lt;br /&gt;
 | subject = Re: Holy Receptacle, Nexus (325, tier 3) Update&lt;br /&gt;
}}&amp;lt;i&amp;gt;&amp;gt;You&#039;d need to set up a relay of gems to hop from city to city. ~ LORDKRIP&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bind locations are not 1 per realm; they are 1 per Cleric. It is unlikely that we will be further increasing cross-realm teleportation for Clerics.&lt;br /&gt;
&lt;br /&gt;
GameMaster Estild&amp;lt;br&amp;gt;&lt;br /&gt;
Cleric/Empath Team &lt;br /&gt;
&lt;br /&gt;
{{saved-post&lt;br /&gt;
 | category = [[Cleric]]s&lt;br /&gt;
 | topic = Cleric Spells&lt;br /&gt;
 | messagenum = 8242&lt;br /&gt;
 | author = GS4-ESTILD&lt;br /&gt;
 | date = 4/1/2009 7:21:15 PM&lt;br /&gt;
 | subject = Re: Holy Receptacle, Nexus (325, tier 3) Update&lt;br /&gt;
}}&amp;lt;i&amp;gt;&amp;gt;But I was also thinking of actually inside the Rift proper (not the Cavern), as didn&#039;t Nexus gems used to work from there? ~ CARABELE&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is only one method to teleport out of [[The Rift|the Rift]], and it&#039;s not a spell.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;gt;While I enjoy any additional functionality to Nexus, I would like to point out that most towns have multiple extra pocket realms located between them and the next town, which would severely reduce the usefulness of being able to move from a shrine in one town to a shrine in a nearby town. ~GRANTA&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That&#039;s not the intent. It&#039;s just a benefit for anchoring to a shrine. Anchor and teleport wherever you want, but you can increase your odds of success if it&#039;s a shrine.&lt;br /&gt;
&lt;br /&gt;
But to put it into perspective, a [[Lorminstra]] Cleric can anchor to the temple in the Landing, then teleport a corpse from the [[Shadow Valley|Shadow Lands]]. They gain the benefit of teleporting to an adjacent realm and a significant boost to their success rate.&lt;br /&gt;
&lt;br /&gt;
GameMaster Estild&amp;lt;br&amp;gt;&lt;br /&gt;
Cleric/Empath Team&lt;br /&gt;
&lt;br /&gt;
{{saved-post&lt;br /&gt;
 | category = [[Cleric]]s&lt;br /&gt;
 | topic = Cleric Spells&lt;br /&gt;
 | messagenum = 8264&lt;br /&gt;
 | author = GS4-OSCURO&lt;br /&gt;
 | date = 4/1/2009 9:49:15 PM&lt;br /&gt;
 | subject = Re: Holy Receptacle, Nexus (325, tier 3) Update&lt;br /&gt;
}}&lt;br /&gt;
Clerics are only allowed one bind point at a time rather than infinite destinations like [[Planar Shift (740)|740]] allows. This aspect means there&#039;s no bouncing back and forth between locations. It&#039;s merely an &amp;quot;I&#039;m coming home&amp;quot; type of teleport. Clerics can only teleport to adjacent realms, which means that in most cases, you can&#039;t even teleport from one city to another. The main intent of this update was to improve Clerics&#039; ability to rescue (such as teleporting a body from the [[Icemule Trace|Icemule]] trail home or from [[Old Ta&#039;Faendryl|OTF]] to [[Ta&#039;Illistim]]) since they are primarily a service oriented class. This is a far cry from the &amp;quot;I can go anywhere I want&amp;quot; aspect of true cross realm magic.&lt;br /&gt;
&lt;br /&gt;
Nexus was one of the least used spells in the game. It needed an update and this one is consistent with the design direction of Clerics as a rescuing class.&lt;br /&gt;
&lt;br /&gt;
- GM Oscuro - &lt;br /&gt;
&lt;br /&gt;
===[[Chrism gems (saved post)|Chrism Gem Saved Posts]]===&lt;br /&gt;
&lt;br /&gt;
==[[Prayer of Communion (330)]]==&lt;br /&gt;
[[Jharra&#039;s Commune Guide (saved post)]]&lt;br /&gt;
&lt;br /&gt;
{{saved-post&lt;br /&gt;
 | category = Clerics&lt;br /&gt;
 | topic = Cleric Spells&lt;br /&gt;
 | messagenum = 7454&lt;br /&gt;
 | author = GS4-OSCURO&lt;br /&gt;
 | date = 3/31/2008 4:56:19 PM&lt;br /&gt;
 | subject = Prayer of Communion (330) Updated!&lt;br /&gt;
}}The [[Cleric]] spell [[Prayer of Communion (330)]] has received some updates:&lt;br /&gt;
&lt;br /&gt;
- The COMMUNE verb has been introduced to allow a Cleric to choose to which deity they will be communing. Usage is COMMUNE {deity name|deity number}. COMMUNE LIST will provide a list of all gods to which one can commune. PREP/CAST and INCANT may still be used, but they will default to targeting the god to which the Cleric is CONVERTed.&lt;br /&gt;
&lt;br /&gt;
- Previously, targeting an item with Prayer of Communion resulted in a bonus to success. This was, in spirit, meant to be used as a bonus for casting at holy symbols, however, it was applied to all items. Thus, this bonus has been removed and replaced with more appropriate modifiers.&lt;br /&gt;
&lt;br /&gt;
- A Cleric communing to the god they are CONVERTed to will receive a bonus to success. Communing to a god in the same pantheon as the Cleric&#039;s god yields a smaller bonus and communing to a god in a different pantheon than the Cleric&#039;s patron will result in a penalty to success.&lt;br /&gt;
&lt;br /&gt;
- A Cleric communing to a god in a shrine dedicated to that god receives a bonus to success.&lt;br /&gt;
&lt;br /&gt;
- Training in [[Spiritual Lore, Religion]] now adds 2% per seed 6 summation of lore ranks to the success rate for Prayer of Communion.&lt;br /&gt;
&lt;br /&gt;
- As before, overuse of the Prayer of Communion spell (i.e. frequent use within a short time period) can result in detrimental effects to the caster. These effects have been increased in magnitude a bit, as many previous effects were simply curses which could be removed with Remove Curse (315). A slight increase to failure rate has been introduced in the case of overuse. Overuse of the [[spell]] will be plainly indicated via messaging.&lt;br /&gt;
&lt;br /&gt;
The new spell description can be found here: http://www.play.net/gs4/info/spells/spelllist.asp?circle=7#330&lt;br /&gt;
&lt;br /&gt;
- Oscuro -&lt;br /&gt;
&lt;br /&gt;
==[[Divine Wrath (335)]]==&lt;br /&gt;
{{saved-post&lt;br /&gt;
 | category = Clerics&lt;br /&gt;
 | topic = Cleric Spells&lt;br /&gt;
 | messagenum = 755&lt;br /&gt;
 | author = GS4-ESTILD&lt;br /&gt;
 | date = 02/03/2014 08:36 AM EST &lt;br /&gt;
 | subject = Divine Wrath (335)&lt;br /&gt;
}}[[335|Divine Wrath]] has been updated and moved from spell slot 319 to 335. This allows for a more powerful spell in exchange for the higher level and mana cost. The updates to the spell include:&lt;br /&gt;
&lt;br /&gt;
*	 There is no longer a cooldown on the spell. Clerics may recast it as often as they like except if the spell is already active.	&lt;br /&gt;
*	 It will not deal damage if the Cleric is not present in the same room when each round triggers.	&lt;br /&gt;
*	 The spell’s damage no longer has deity alignment as a factor. It affects living and undead creatures equally.	&lt;br /&gt;
*	 The spell will always have 3 rounds of damage. Spiritual Lore, Religion is no longer a factor.	&lt;br /&gt;
*	 The spell is significantly more deadly than before and now affects players too! Each round is stronger than the previous.	&lt;br /&gt;
*	 When the spell is CAST, it only affects creatures. The maximum number of targets it can affect is 2 + 1 per 75 Spirit Mana Control skill.	&lt;br /&gt;
*	 When the spell is CHANNELed, it can affect creatures and players (preferring the former first). The maximum number of targets it can affect is 5 + 1 per 50 Spirit Mana Control skill.	&lt;br /&gt;
*	 Players outside of the Cleric’s group and who worship deities of the same pantheon of the Cleric’s deity are immune to the spell unless the spell is CHANNELed directly at them.	&lt;br /&gt;
*	 Spiritual Lore, Spirit Summoning decreases the amount of time before the first damage round occurs. The delay is reduced by 2 seconds at 20, 45, 75, 110, and 150 ranks, down to the minimum of a 2-second delay.	&lt;br /&gt;
*	 Spiritual Lore, Religion increases the amount of critical damage dealt with each round.	&lt;br /&gt;
*	 A few deities have updated messaging and/or critical damage types:	&lt;br /&gt;
** Charl: has a random chance to trigger different messaging which uses impact criticals.	&lt;br /&gt;
** Koar: has a random chance to utilize heat criticals instead of electricity. No change in the messaging.	&lt;br /&gt;
** Ivas: slightly updated messaging and will always use crushing criticals.	&lt;br /&gt;
** Aeia: will always use crushing criticals.	&lt;br /&gt;
** Arachne: completely new messaging that utilizes puncture criticals.	&lt;br /&gt;
&lt;br /&gt;
GameMaster Estild&lt;br /&gt;
&lt;br /&gt;
{{saved-post&lt;br /&gt;
 | category = Clerics&lt;br /&gt;
 | topic = Cleric Spells&lt;br /&gt;
 | messagenum = 765&lt;br /&gt;
 | author = GS4-ESTILD&lt;br /&gt;
 | date = 02/04/2014 12:48 AM EST &lt;br /&gt;
 | subject = Re: 317 and 335 and religion lore&lt;br /&gt;
}}For [[Divine Fury (317)]], the chance for the third crit cycle to occur is ([[Spiritual Lore, Religion]] skill - 70) / 2. So if you 1x, at level 50, you have a 40% chance for the third crit cycle to trigger. At 1x level 100, you have a 65% chance.&lt;br /&gt;
&lt;br /&gt;
For [[Divine Wrath (335)]], Spiritual Lore, Religion adds a direct modifier, based upon a seed 6 summation, to the crit rank. A Cleric with 105 Religion lore ranks is going to see a significant boost to their Divine Wrath vs. a Cleric with little or no lore.&lt;br /&gt;
&lt;br /&gt;
GameMaster Estild&lt;br /&gt;
&lt;br /&gt;
{{saved-post&lt;br /&gt;
 | category = Clerics&lt;br /&gt;
 | topic = Cleric Spells&lt;br /&gt;
 | messagenum = 790&lt;br /&gt;
 | author = GS4-ESTILD&lt;br /&gt;
 | date = 02/28/2014 4:58 PM EST &lt;br /&gt;
 | subject = Re: 335, friendly targets, and stop&lt;br /&gt;
}}{| {{prettytable}}&lt;br /&gt;
|&#039;&#039;&#039;CLAUDE209&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| First, it would be nice if when casting the PC friendly version of 335 it does not attack friendly targets, such as talador knights, militia guardsmen, etc. In an invasion, this makes it difficult to manage the spell without getting on the bad side of helpful NPC&#039;s.&lt;br /&gt;
|}&lt;br /&gt;
That&#039;s up to the creature&#039;s script creator. They have the ability to make creatures immune to any and every spell, but it&#039;s at their discretion.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|&#039;&#039;&#039;CLAUDE209&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Secondly, when 335 was being discussed (long time ago) I thought we were going to be allowed to STOP the spell, terminating it early. Any chance we can still have this ability?&lt;br /&gt;
|}&lt;br /&gt;
Ultimately, we decided to implement the player friendly version as a result of those decisions, but I agree that STOP could still be useful. It&#039;s now possible to STOP DIVINE WRATH, STOP 335, or STOP DIVINEWR to end the spell early. You must be in the same room where you cast the spell (but if you&#039;re not, you don&#039;t really have to worry about hurting other players since the damage cycles won&#039;t trigger unless you&#039;re present).&lt;br /&gt;
&lt;br /&gt;
GameMaster Estild&lt;br /&gt;
&lt;br /&gt;
{{saved-post&lt;br /&gt;
 | category = Clerics&lt;br /&gt;
 | topic = Cleric Spells&lt;br /&gt;
 | messagenum = 1002&lt;br /&gt;
 | author = GS4-ESTILD&lt;br /&gt;
 | date = 03/31/2015 12:28 PM EDT&lt;br /&gt;
 | subject = Re: 319 and fumbled attacks &lt;br /&gt;
}}{| {{prettytable}}&lt;br /&gt;
|&#039;&#039;&#039;RATHBONER&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|and does 340 not do anything for 335 at all?&lt;br /&gt;
|-&lt;br /&gt;
|I was feeling pretty wrathful after that hamstringing, so I decided to switch to 335 test mode and threw in a chant symbol for good measure but it seemed to wear off before any attacks happened.&lt;br /&gt;
|}&lt;br /&gt;
Yes, [[Symbol of the Proselyte (340)]] works with Divine Wrath (335). You just need to [[CHANT]] before each cycle of damage.&lt;br /&gt;
&lt;br /&gt;
GameMaster Estild&lt;br /&gt;
[[category:Cleric]][[category:Saved Posts]][[category:Cleric Base Spells]]&lt;br /&gt;
&lt;br /&gt;
==[[Symbol of the Proselyte (340)]]==&lt;br /&gt;
[[Symbol of the Proselyte (340) (saved post)]]&lt;br /&gt;
&lt;br /&gt;
==[[Miracle (350)]]==&lt;br /&gt;
{{saved-post&lt;br /&gt;
 | category = Clerics&lt;br /&gt;
 | topic = Cleric Spells&lt;br /&gt;
 | messagenum = 6986&lt;br /&gt;
 | author = GS4-OSCURO&lt;br /&gt;
 | date = 12/7/2007 10:58:36 PM &lt;br /&gt;
 | subject = [[Miracle (350)]] Released!&lt;br /&gt;
}}The capstone [[Cleric]] spell, Miracle, has been implemented!&lt;br /&gt;
&lt;br /&gt;
350 - Miracle [miracle]&amp;lt;br&amp;gt;&lt;br /&gt;
Duration - Immediate&lt;br /&gt;
&lt;br /&gt;
Type: Utility&lt;br /&gt;
&lt;br /&gt;
The pinnacle of clerical magic can be seen when Clerics request a Miracle from their deity. A Cleric with knowledge of the Miracle spell can [[BESEECH (verb)|BESEECH]] his or her patron after he or she has died in a desperate plea to be brought back to life. Doing so comes at a cost of 50 Mana Points ([[MP]]). The Cleric calls the spiritual servants of the patron deity to sanctify the area and cause it to become a temporary [[Minor Sanctuary (213)|Minor Sanctuary]]. This is done with the same limitations as the Minor Sanctuary spell, except that the failure rate is significantly reduced due to the patron&#039;s servants assisting the Cleric&#039;s call. Training in [[Spiritual Lore, Summoning]] reduces the failure rate.&lt;br /&gt;
&lt;br /&gt;
If the formation of the sanctuary is successful, the Cleric is immediately resurrected by servants of his or her deity. The Cleric is returned to life with full [[Health]] and [[Spirit|Spirit Points]], however, all wounds remain on the Cleric&#039;s body. Training in [[Spiritual Lore, Blessings]] gives a chance that a Chrism-like effect (Tier 4 of the [[Holy Receptacle (325)|Holy Receptacle]] spell) is placed on the Cleric prior to their resurrection. The chance is 5% at 2 ranks up to 90% at 189 ranks.&lt;br /&gt;
&lt;br /&gt;
A Cleric can only muster the spiritual strength to successfully use Miracle once every 24 hours. However, those truly dedicated to the study of faith can petition their patrons more frequently. By training in [[Spiritual Lore, Religion]] a Cleric will recover his spiritual strength more quickly, reducing the normal 24 hours by 1 hour at 4 ranks and up to 16 hours at 184 ranks.&lt;br /&gt;
&lt;br /&gt;
Note: Using the BESEECH command at any other time will not cost the cleric 50 MPs.&lt;br /&gt;
&lt;br /&gt;
Mana Points do not return while dead, so it may be wise to keep a reserve of mana when adventuring in dangerous locations.&lt;br /&gt;
&lt;br /&gt;
A special thanks to [[GameMaster|GM]] Thandiwe who wrote the beautiful deity-specific messaging with aid from GMs Gyres and Lothwyn.&lt;br /&gt;
&lt;br /&gt;
- GM Oscuro - &lt;br /&gt;
&lt;br /&gt;
{{saved-post&lt;br /&gt;
 | category = Clerics&lt;br /&gt;
 | topic = Cleric Spells&lt;br /&gt;
 | messagenum = 8887&lt;br /&gt;
 | author = GS4-OSCURO&lt;br /&gt;
 | date = 10/2/2009 8:51:13 PM&lt;br /&gt;
 | subject = [[Miracle (350)]] Lore Update &lt;br /&gt;
}}Miracle (350)&#039;s [[Spiritual Lore, Religion]] benefit has been changed from a reduction of the cooldown time to instead grant additional uses of the spell in the same 24 hour window. At 60, 125 and 195 ranks of Spiritual Lore, Religion, a [[Cleric]] gains an additional use of Miracle per day. For example, a Cleric with 125 ranks of Spiritual Lore, Religion can cast Miracle three times per day.&lt;br /&gt;
&lt;br /&gt;
- GM Oscuro -&lt;/div&gt;</summary>
		<author><name>CLAUDE209</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Soul_Ward_(319)&amp;diff=61945</id>
		<title>Soul Ward (319)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Soul_Ward_(319)&amp;diff=61945"/>
		<updated>2015-04-18T10:23:42Z</updated>

		<summary type="html">&lt;p&gt;CLAUDE209: Added messaging for failure and updated secondary flare messaging&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
 | mnemonic = &lt;br /&gt;
 | base_dur = 1200 seconds&lt;br /&gt;
 | add_dur = +60 sec per&amp;lt;br&amp;gt;[[Cleric Base]] rank&lt;br /&gt;
 | span = [[Stackable]]&lt;br /&gt;
 | type = Defensive&lt;br /&gt;
 | subtype = &lt;br /&gt;
 | ds = None&lt;br /&gt;
 | td = None&lt;br /&gt;
 | enhancement = None&lt;br /&gt;
 | availability = [[Self-cast]]&lt;br /&gt;
 | navigation = {{cleric base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soul Ward&#039;&#039;&#039; is a powerful defensive spell that enshrouds the [[cleric]] in an evanescent shield which can potentially absorb or buffer an opponent&#039;s ([[creature]] or [[Player character|PC]]&#039;s) initial physical, [[spell]] or [[maneuver]] attack, thereby completely negating the attack&#039;s effect.&lt;br /&gt;
&lt;br /&gt;
A successful outcome will result when a flare occurs. Flare activation is determined by a hidden warding check with the attacker receiving a -25 [[TD]] penalty. Due to this TD pushdown a favorable result is very likely against same-[[level]] or lower opponents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Unlike physical and spell attacks which are outright negated, maneuver attack resolution messaging will be displayed but a successful outcome is still guaranteed.&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
An opponent&#039;s second attack may also be thwarted. The chance of this occurring is based on ranks in [[Spiritual Lore, Blessings]]. Additionally, the spell&#039;s effect can be reset for all opponent&#039;s present in the room by infusing [[spirit]].&lt;br /&gt;
&lt;br /&gt;
==Spiritual Lore, Blessings==&lt;br /&gt;
&lt;br /&gt;
Training in [[Spiritual Lore, Blessings]] provides for a chance ([[#Lore Bonus Table|see table]]) to negate an opponent&#039;s subsequent attack. This additional flare opportunity will be evident when the spell&#039;s messaging, from the current attack, includes the following line: &#039;&#039;Before fading, the evanescent shield flickers with a pale incandescence.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Lore Bonus Table===&lt;br /&gt;
&lt;br /&gt;
The chance to negate an opponent&#039;s subsequent attack is 1% with 1 [[Spiritual Lore, Blessings|Blessings]] lore rank to a maximum of 19% at 190 ranks (seed 1 of the [[summation chart]]).&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Lore Ranks&lt;br /&gt;
!Percentage&lt;br /&gt;
!&lt;br /&gt;
!Lore Ranks&lt;br /&gt;
!Percentage&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
|1%&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;66&#039;&#039;&#039;&lt;br /&gt;
|11%&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
|2%&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;78&#039;&#039;&#039;&lt;br /&gt;
|12%&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;6&#039;&#039;&#039;&lt;br /&gt;
|3%&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;91&#039;&#039;&#039;&lt;br /&gt;
|13%&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
|4%&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;105&#039;&#039;&#039;&lt;br /&gt;
|14%&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;15&#039;&#039;&#039;&lt;br /&gt;
|5%&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;120&#039;&#039;&#039;&lt;br /&gt;
|15%&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;21&#039;&#039;&#039;&lt;br /&gt;
|6%&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;136&#039;&#039;&#039;&lt;br /&gt;
|16%&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;28&#039;&#039;&#039;&lt;br /&gt;
|7%&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;153&#039;&#039;&#039;&lt;br /&gt;
|17%&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;36&#039;&#039;&#039;&lt;br /&gt;
|8%&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;171&#039;&#039;&#039;&lt;br /&gt;
|18%&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;45&#039;&#039;&#039;&lt;br /&gt;
|9%&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;190&#039;&#039;&#039;&lt;br /&gt;
|19%&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;55&#039;&#039;&#039;&lt;br /&gt;
|10%&lt;br /&gt;
|&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==[[Spirit]] Infusion==&lt;br /&gt;
&lt;br /&gt;
Through the use of the [[INFUSE (Spirit) (verb)|INFUSE SPIRIT]] command all creatures present in the room will be reset so that their next attacks can be absorbed. Under normal conditions this infusion costs 1 spirit point. When the infuser is under the influence of certain status effects, eg., [[stunned]] or while in [[RT]], the cost to infuse increases to 2 spirit points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note that spirit death can occur when an infusion reduces spirit to less than 1 point.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Messaging ==&lt;br /&gt;
&lt;br /&gt;
===Initial Cast===&lt;br /&gt;
First Person&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{Log}}&amp;gt;Drawing deep from the well of your soul, you summon forth a thread of your essence and weave it into an evanescent shield to shroud your form.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Third Person&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{Log}}&amp;gt;&amp;lt;PLAYER&amp;gt; summons forth a thin thread of essence and weaves it into an evanescent shield to shroud his form.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Physical Attack===&lt;br /&gt;
&amp;lt;div {{Log}}&amp;gt;A spectral miner positions himself to attack you.&amp;lt;br&amp;gt;&lt;br /&gt;
The evanescent shield shrouding you flares to life and absorbs the oncoming blow.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spell Attack===&lt;br /&gt;
&amp;lt;div {{Log}}&amp;gt;A spectral miner gestures sharply at you!&amp;lt;br&amp;gt;&lt;br /&gt;
The evanescent shield shrouding you flares to life and absorbs the essence of the spell, dissipating it harmlessly.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Maneuver Attack===&lt;br /&gt;
Creature Maneuver&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{Log}}&amp;gt;The evanescent shield shrouding you flares to life and thickens to create a substantial buffer around you.&amp;lt;br&amp;gt;&lt;br /&gt;
Predicting the path of the crawler, you dodge nimbly out of the way of its vicious strike!&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[CMAN]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{Log}}&amp;gt;The evanescent shield shrouding you flares to life and thickens to create a substantial buffer around you.&amp;lt;br&amp;gt;&lt;br /&gt;
[Roll result: 0 (open d100: 53)]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;PLAYER&amp;gt; attempts to kick dust at you, but is unable to kick up a sufficient amount of dust.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note CMAN roll result: 0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Secondary Flare===&lt;br /&gt;
&amp;lt;div {{Log}}&amp;gt;A huge air elemental positions itself to attack you.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The evanescent shield shrouding you flares to life and absorbs the oncoming blow.  Before fading, it flickers with a pale incandescence.&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spirit Infusion===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{Log}}&amp;gt;Turning inward, you focus on suffusing a fragment of your essence into the ground at your feet.  A shimmering wave ripples outward from where you stand, expanding the evanescent shield about you.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Failure===&lt;br /&gt;
&amp;lt;div {{Log}}&amp;gt;A huge air elemental concentrates deeply for a moment, before unleashing a powerful gust of wind that buffets the area!&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The evanescent shield shrouding you fades briefly, then flickers with a pale incandescence.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The wind knocks you off your balance and you fall over!&amp;lt;br&amp;gt;&lt;br /&gt;
Your arms are forced down to your sides!&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 3 sec.&amp;lt;br&amp;gt;&lt;br /&gt;
The wind then subsides.&amp;lt;/div&amp;gt;&lt;br /&gt;
===Wearing Off===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{Log}}&amp;gt;The air about you shimmers momentarily before the evanescent shield surrounding you collapses.&amp;lt;/div&amp;gt;&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Cleric_Base_(saved_posts)#Soul Ward (319)|Soul Ward release (saved post)]]&lt;br /&gt;
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=7#319 Cleric Spell Circle: Soul Ward], on play.net&lt;/div&gt;</summary>
		<author><name>CLAUDE209</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Beginner%27s_guide_to_playing_a_cleric&amp;diff=58614</id>
		<title>Beginner&#039;s guide to playing a cleric</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Beginner%27s_guide_to_playing_a_cleric&amp;diff=58614"/>
		<updated>2015-03-08T23:47:02Z</updated>

		<summary type="html">&lt;p&gt;CLAUDE209: /* Training Paths: Bolter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Work-in-progress}}&lt;br /&gt;
&lt;br /&gt;
Feeling the calling to be a cleric? Clerics are a crucial [[profession]] in [[Elanthia]], as they are able to powerfully resurrect other adventurers. At higher levels clerics can even [[350|resurrect themselves]].  Clerics are also strong casters in their own right, with a variety of abilities and flexible training paths to suit many characters. Finally, a cleric&#039;s intimate connection to the [[Arkati]] affords unique [[roleplay]]ing opportunities. If you are in the first 30 days of your account, you can switch [[training points]] between your [[skills]] at no cost, so use this guide as a starting point to experiment with different styles to see what suits you best!&lt;br /&gt;
&lt;br /&gt;
=Clerical Overview=&lt;br /&gt;
&lt;br /&gt;
Clerics have several general training paths available to them. One end of the spectrum is the warding cleric who focuses solely on [[warding]] spells. A little more versatile is the pure cleric that also trains in [[bolt]] spells. Less popular after the introduction of the [[paladin]] profession but still viable is the [[melee]] cleric, who tend to favor [[two handed weapons]] or [[brawling]]. Finally the rescuing cleric focuses on saving other adventurers from [[death]].&lt;br /&gt;
&lt;br /&gt;
==Life and Death in Elanthia==&lt;br /&gt;
&lt;br /&gt;
No matter your training path resurrecting the dead is a hallmark of being a cleric. Clerics do not gain this awesome power initially, as they must advance to at least the 18th level to cast [[Raise Dead]]. Clerics earn a significant amount of [[experience]] from resurrecting the dead, in addition to the general gratitude of the populace. The general process is as follows. When an adventurer dies, they have a race-specific [[death#decay timer|decay timer]] of at least ten minutes. The cleric can pause this timer with their [[Preservation]] spell, or another adventurer can use a [[white flask]]. Preservation is not required for resurrection but is generally advisable. Once the corpse is in a safe location and cleaned of wounds, the cleric must establish a [[308|spiritual link]] with the corpse to prevent another cleric from interfering with the rite. Finally the cleric casts Raise Dead at a cost of [[mana]] and [[spirit]] to the cleric, raising the adventurer in a weakened state; the exact costs of this spell depend on the cleric&#039;s training. More details of this process can be read in the respective spell entries.&lt;br /&gt;
&lt;br /&gt;
==The Arkati and You==&lt;br /&gt;
&lt;br /&gt;
Another nearly universal aspect of being a cleric is your relationship to the &amp;quot;gods&amp;quot; of Elanthia, the [[Arkati]]. Although it is not strictly necessary to [[convert]] to a specific Arkati, aligning yourself with a specific Arkati will effect the damage and messaging of some [[convert#spells affected|cleric spells]]. In particular the main offensive warding cleric spell [[Smite/Bane]] depends upon alignment, with [[Liabo]] Arkati strong against the [[undead]] and [[Lornon]] Arkati strong against the living. Your chosen Arkati can also have a non-mechanical influence on your character, depending upon your style of [[roleplay]]. Powerful clerics are able to [[330|commune]] with their Arkati, a unique opportunity to interact with a [[GameMaster]].&lt;br /&gt;
&lt;br /&gt;
=Character Creation=&lt;br /&gt;
&lt;br /&gt;
==Race==&lt;br /&gt;
While each [[race]] has different adjustments to their [[stats]], making some races more optimal for a cleric than others, these differences are ultimately marginal and do not preclude a viable character of any race. &lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
The main clerical [[statistics]] are [[Wisdom]] and [[Intuition]], meaning these stats yield double [[training points]] (TPs). The wisdom stat bonus also increases [[casting strength]] (CS). [[Aura]] is somewhat important since it determines [[spirit]], which is necessary to resurrect other adventurers. Other stats become important depending on your training path. For example, bolting clerics will want a higher [[Dexterity]] since it affects bolt attack strength. &lt;br /&gt;
&lt;br /&gt;
The following stats are a good starting point for the beginning cleric:&lt;br /&gt;
*[[Strength]]:50, [[Constitution]]:70, [[Dexterity]]:50, [[Agility]]:50&lt;br /&gt;
*[[Discipline]]:70, [[Aura]]:90&lt;br /&gt;
*[[Logic]]:80, [[Intuition]]:90, [[Wisdom]]:90, [[Influence]]:20&lt;br /&gt;
&lt;br /&gt;
=Training Paths: Pure Warder=&lt;br /&gt;
&lt;br /&gt;
As [[pure]]s, clerics are intended to utilize magic to survive in Elanthia. The pure warding cleric is the most traditional play style and can serve as a starting point to experiment off of. All casting clerics need eight ranks of [[Armor Use]] to fully train for [[armor|double leather]]. This basic armor provides full coverage with no [[spell hindrance]], and the goal of most pures is to avoid being hit by a foe in the first place. At least 24 ranks of [[Spiritual Mana Control]] are needed to successfully resurrect an adventurer (you can over-train in this skill to cast resurrection at level 18). [[Physical Fitness]], [[Perception]], and [[Spiritual Lore, Blessings]] are basic skills that should be trained in once per level. &lt;br /&gt;
&lt;br /&gt;
Beyond these requirements, the pure caster will want to invest in spell ranks. The [[Cleric Base|cleric spell circle]] naturally provides the main arsenal of spells. CS is calculated so that each additional spell rank beyond the player&#039;s [[level]] increases strength at a decreasing rate. The most efficient investment is an extra 21 ranks beyond the current level (e.g., 41 ranks for a level 20 player). However clerics also have access to the [[Major Spiritual]] and [[Minor Spiritual]] spell circles, which have important spells (and also boost CS). Each player will have different priorities, but [[Spirit Warding II]], [[Spell Shield]], and [[Lesser Shroud]] are important goals. Remember you must be at least the same level as the spell to cast it.&lt;br /&gt;
&lt;br /&gt;
A variety of secondary skills will also be useful and can be trained in at the player&#039;s discretion. [[Arcane Symbols]] and [[Magic Item Use]] are necessary to use scrolls and magical items respectively, providing the cleric with access to outside spell circles. These skills also contribute to [[runestaff]] defense, the cleric&#039;s main defensive weapon. Early on, training twice per level in [[Harness Power]] will provide much-needed mana. [[First Aid]] is useful to bandage bleeding [[wounds]] when no [[empath]] is available.  The other two types of [[Spiritual Lore]] enhance cleric spells in different ways and can be trained in as the player sees fit, particularly if one of the below variations is used. Finally some ranks of [[Climbing]] and [[Swimming]] will be needed to access certain hunting grounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Training Plan&#039;&#039;&#039;&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;#&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;PTP/MTP&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level 0&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level 10&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level 20&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level 30&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|15/0&lt;br /&gt;
|[[Armor Use]] &lt;br /&gt;
|1&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/3&lt;br /&gt;
|[[Spirit Mana Control]] &lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|24&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|7/0&lt;br /&gt;
|[[Physical Fitness]] &lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/3&lt;br /&gt;
|[[Perception]]&lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/6&lt;br /&gt;
|[[Spiritual Lore, Blessings]]&lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/8&lt;br /&gt;
|[[Cleric Base|Cleric Spell Research]]&lt;br /&gt;
|1&lt;br /&gt;
|15&lt;br /&gt;
|35&lt;br /&gt;
|51&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/8&lt;br /&gt;
|[[Major Spiritual|Major Spiritual Spell Research]]&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/8&lt;br /&gt;
|[[Minor Spiritual|Minor Spiritual Spell Research]]&lt;br /&gt;
|1&lt;br /&gt;
|8&lt;br /&gt;
|12&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/2&lt;br /&gt;
|[[Magic Item Use]]&lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|0/4&lt;br /&gt;
|[[Harness Power]]&lt;br /&gt;
|2&lt;br /&gt;
|22&lt;br /&gt;
|42&lt;br /&gt;
|62&lt;br /&gt;
|-&lt;br /&gt;
|0.5x&lt;br /&gt;
|1/1&lt;br /&gt;
|[[First Aid]]&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|9&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Training Paths: Bolter=&lt;br /&gt;
&lt;br /&gt;
The bolting cleric supplements the pure training with two ranks per level in [[Spell Aiming]] to utilize the three bolt spells available to clerics ([[Holy Bolt]], [[Fire Spirit]], and [[Web]]). Bolt attacks can be particularly devastating in combination with the various disability spells available to clerics. Bolts also help the cleric fight effectively against a wider variety of foes as well as provide access to a variety of [[wands]] with sufficient magic item training.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bolter Training Plan&#039;&#039;&#039;&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;#&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;PTP/MTP&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level 0&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level 10&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level 20&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level 30&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|15/0&lt;br /&gt;
|[[Armor Use]] &lt;br /&gt;
|1&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/3&lt;br /&gt;
|[[Spirit Mana Control]] &lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|24&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|3/2&lt;br /&gt;
|[[Spell Aiming]]&lt;br /&gt;
|2&lt;br /&gt;
|22&lt;br /&gt;
|42&lt;br /&gt;
|62&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|7/0&lt;br /&gt;
|[[Physical Fitness]] &lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/6&lt;br /&gt;
|[[Spiritual Lore, Religion]]&lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/8&lt;br /&gt;
|[[Cleric Base|Cleric Spell Research]]&lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/8&lt;br /&gt;
|[[Major Spiritual|Major Spiritual Spell Research]]&lt;br /&gt;
|1&lt;br /&gt;
|4&lt;br /&gt;
|15&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/8&lt;br /&gt;
|[[Minor Spiritual|Minor Spiritual Spell Research]]&lt;br /&gt;
|1&lt;br /&gt;
|7&lt;br /&gt;
|7&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/2&lt;br /&gt;
|[[Magic Item Use]]&lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|0/4&lt;br /&gt;
|[[Harness Power]]&lt;br /&gt;
|2&lt;br /&gt;
|22&lt;br /&gt;
|42&lt;br /&gt;
|62&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Variation: Rescuer==&lt;br /&gt;
&lt;br /&gt;
The rescuing cleric focuses on defensive and utility magic to find and resurrect fallen adventurers while maintaining offensive capabilities. The hallmarks of this training path are [[Transference]] and [[Spirit Guide]], which allow the cleric to teleport from town to adventurer and back. Of course, Raise Dead is necessary to return players to life. As these are high-level spells the beginning player is advised to focus on a more combat-oriented path until they gain a familiarity with the profession.  As a low level cleric, there are still ways to assist the fallen.  Using the spell [[Preservation (305)]] will prevent the corpse from decaying or being able to depart.  The cleric can also use the [[DRAG]] verb to take the corpse back to town. The strength stat is an important factor in being able to successfully drag a target, for example a giantman will find it easier to drag a heavy corpse than a halfling or gnome with low strength.&lt;br /&gt;
&lt;br /&gt;
=Training Paths: Melee=&lt;br /&gt;
&lt;br /&gt;
Although less common since the introduction of the [[paladin]], a melee cleric is still a feasible training path. The melee cleric relies on spells to disable rather than kill their target, forgoing spell research to train in physical skills. The first training decision a melee cleric must make is whether to use a [[shield]] or [[two handed weapons]], a classic choice between offense and defense. The shield path requires a bit more [[training points]]. For the shield user, [[edged]] and [[blunt]] weapons have the same training cost, while [[brawling]] is a slightly more physical pursuit. While a comparison of weapon types is not the purpose of this guide, the differences are generally marginal and many clerics choose a weapon based on personal preference. The melee cleric will also need to train more heavily in armor, generally up to 35 ranks for [[armor|chainmail]]. Basic training in mana control, physical fitness, and perception remains the same as a pure, but the melee cleric has different spell and lore training goals. [[211|Bravery]], [[215|Heroism]], and [[117|Spirit Strike]] are important [[attack strength]] boosters. These spells benefit from [[Spiritual Lore, Blessings]].   &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Training Plan&#039;&#039;&#039;&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;#&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;PTP/MTP&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level 0&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level 10&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level 20&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level 30&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|8/0&lt;br /&gt;
|[[Armor Use]] &lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|4/2&lt;br /&gt;
|[[Edged Weapons]] &lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|13/0&lt;br /&gt;
|[[Shield Use]] &lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|7/0&lt;br /&gt;
|[[Physical Fitness]] &lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/8&lt;br /&gt;
|[[Cleric Base|Cleric Spell Research]]&lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/8&lt;br /&gt;
|[[Major Spiritual|Major Spiritual Spell Research]]&lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|19&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/8&lt;br /&gt;
|[[Minor Spiritual|Minor Spiritual Spell Research]]&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|17&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/4&lt;br /&gt;
|[[Harness Power]]&lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/6&lt;br /&gt;
|[[Spiritual Lore, Blessings]]&lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/3&lt;br /&gt;
|[[Spirit Mana Control]] &lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|24&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|0.5x&lt;br /&gt;
|0/2&lt;br /&gt;
|[[Magic Item Use]]&lt;br /&gt;
|1&lt;br /&gt;
|5&lt;br /&gt;
|10&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|0.5x&lt;br /&gt;
|0/2&lt;br /&gt;
|[[Arcane Symbols]]&lt;br /&gt;
|1&lt;br /&gt;
|5&lt;br /&gt;
|10&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/3&lt;br /&gt;
|[[Perception]]&lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|0.5x&lt;br /&gt;
|1/1&lt;br /&gt;
|[[First Aid]]&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|9&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Variation: Two Weapon User==&lt;br /&gt;
&lt;br /&gt;
A more expensive but damaging training path is [[Two Weapon Combat]]. Similar to a two-handed weapon cleric in principle, this style is particularly effective with two [[Flares|flaring]] weapons. The extra training points will come at the cost of spell research; the player will need to prioritize achieving certain spells or CS in a particular circle. This path requires a bit more experience with the Gemstone universe but is certainly viable.&lt;br /&gt;
&lt;br /&gt;
=Gearing Up=&lt;br /&gt;
&lt;br /&gt;
Now that you have a skill set for your cleric, it is time to gear them up! As noted above most clerics will target double leather as their main armor (even melee clerics will spend their first [[level]]s in this armor class). Most players target 4x (+20) as the baseline for gear, so you should aim for a relatively inexpensive set of 4x gear by level 10. Due to its popularity among the various spell casting professions cheap 4x leather can easily be found. (Many players in fact reach level 100 with 4x gear.) Some shops even sell 1x and 2x leather for only a coin or two, which can be particularly helpful in the first few levels. Your choice of weapon naturally depends on your training path. Pure clerics will use a runestaff, whose contribution to [[DS|defensive strength]] depends on the amount of training in certain magical skills. Since a runestaff&#039;s enchant does not contribute to CS, and may even be sheathed if [[channel]]ing a spell, investing in a powerful weapon is less of a priority for pures. Melee characters rely on their weapon for offense and will want a weapon with a powerful ability such as [[weighting]], a [[flare]], and/or an [[enhancive]].&lt;br /&gt;
&lt;br /&gt;
=Clerical Combat=   &lt;br /&gt;
Like other pure professions the goal of clerical combat is to avoid being hit, as magic users have fewer [[hitpoint]]s and weak [[damage reduction]]. Even the melee cleric will want to avoid taking a direct hit. Clerics survive combat using defensive buffs, disabling magic, and tactical engagement. Defensive buff spells can be prepared while in town (most defensive spells can be repeatedly cast for a maximum duration of 250 minutes). Some key defensive cleric spells include:&lt;br /&gt;
&lt;br /&gt;
*[[Spirit Warding I (101)]] and [[Spirit Warding II (107)]]&lt;br /&gt;
*[[Spirit Barrier (102)]] (particularly for warding clerics)&lt;br /&gt;
*[[Spirit Defense (103)]]&lt;br /&gt;
*[[Spirit Shield (202)]]&lt;br /&gt;
*[[Spell Shield (219)]]&lt;br /&gt;
*[[Prayer of Protection (303)]]&lt;br /&gt;
*[[Benediction (307)]]&lt;br /&gt;
*[[Warding Sphere (310)]]&lt;br /&gt;
*[[Prayer (313)]]&lt;br /&gt;
*[[Soul Ward (319)]]&lt;br /&gt;
&lt;br /&gt;
Most battles will require the cleric to weaken or disable their adversary in some fashion, particularly as your encounter more dangerous foes. Some useful spells include:&lt;br /&gt;
&lt;br /&gt;
*[[Unbalance (110)]]&lt;br /&gt;
*[[Web (118)]]&lt;br /&gt;
*[[Silence (210)]]&lt;br /&gt;
*[[Interference (212)]]&lt;br /&gt;
*[[Prayer of Holding (301)]]&lt;br /&gt;
*[[Blind (311)]]&lt;br /&gt;
*[[Censure (316)]] &lt;br /&gt;
&lt;br /&gt;
Of course the cleric must also inflict damage. Many offensive spells are affected by your [[stance]], meaning that a careful combatant can wait in defensive for their foe to attack, switch into offensive for their attack, and switch back into defensive before their foe launches their next attack (known colloquially as &amp;quot;stance dancing&amp;quot;). This tactic becomes more difficult when multiple foes are in the same room. While warding spells are generally not affected by stance, some spells can be [[channel]]led for additional power. Common offensive spells include:&lt;br /&gt;
&lt;br /&gt;
*[[Fire Spirit (111)]]&lt;br /&gt;
*[[Smite/Bane (302)]]&lt;br /&gt;
*[[Holy Bolt (306)]]&lt;br /&gt;
*[[Fervent Reproach (312)]]&lt;br /&gt;
*[[Divine Fury (317)]]&lt;br /&gt;
&lt;br /&gt;
All beginning magic users find their [[mana]] supply to be limited early in their career. Due to this limitation some players advise playing a more melee-oriented character (perhaps using a [[claidhmore]]) before [[fixskill]]ing into a more magical path. Other players rely more heavily on [[wand]]s or hunt in groups. Choosing your battles is also important as some foes are just not suited to the young cleric, particularly living foes for the smite cleric (and vice versa). Importantly clerics can [[meditate]], increasing their mana regeneration on [[node]]s. Many low-level hunting grounds are close enough to nodes that a cleric can run back to quickly recharge their mana supply before venturing back into battle.  &lt;br /&gt;
&lt;br /&gt;
=Societies=&lt;br /&gt;
&lt;br /&gt;
There are three mutually exclusive societies in Elanthia that can be joined at level three: the [[Council of Light]], [[Guardians of Sunfist]], and [[Order of Voln]]. The [[New Players&#039; Guide]] provides a general overview of these options, and each individual entry has more detail which should be reviewed before making a selection. It is common to find clerics join the Order of Voln, because clerics are especially adept at fighting undead, or the Council of Light because clerics have high spirit regeneration.&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
*[[Cleric]] (main article)&lt;br /&gt;
*[[New Players&#039; Guide]] (a comprehensive beginner&#039;s guide for new players of any profession)&lt;br /&gt;
*[[Cleric Guild]]&lt;br /&gt;
*[[The Art of Roleplaying in GemStone IV (guide)]]&lt;br /&gt;
*[[Player Guide Contest]]&lt;br /&gt;
&lt;br /&gt;
=References=&lt;br /&gt;
*[http://www.play.net/gs4/info/professions/clerics.asp Cleric profession on Play.net]&lt;br /&gt;
*[http://www.play.net/gs4/info/npg/home.asp GemStone IV New Player Guide on Play.net]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Cleric]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;br /&gt;
[[Category:New Player| ]]&lt;/div&gt;</summary>
		<author><name>CLAUDE209</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Beginner%27s_guide_to_playing_a_cleric&amp;diff=58613</id>
		<title>Beginner&#039;s guide to playing a cleric</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Beginner%27s_guide_to_playing_a_cleric&amp;diff=58613"/>
		<updated>2015-03-08T23:45:08Z</updated>

		<summary type="html">&lt;p&gt;CLAUDE209: /* Training Paths: Bolter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Work-in-progress}}&lt;br /&gt;
&lt;br /&gt;
Feeling the calling to be a cleric? Clerics are a crucial [[profession]] in [[Elanthia]], as they are able to powerfully resurrect other adventurers. At higher levels clerics can even [[350|resurrect themselves]].  Clerics are also strong casters in their own right, with a variety of abilities and flexible training paths to suit many characters. Finally, a cleric&#039;s intimate connection to the [[Arkati]] affords unique [[roleplay]]ing opportunities. If you are in the first 30 days of your account, you can switch [[training points]] between your [[skills]] at no cost, so use this guide as a starting point to experiment with different styles to see what suits you best!&lt;br /&gt;
&lt;br /&gt;
=Clerical Overview=&lt;br /&gt;
&lt;br /&gt;
Clerics have several general training paths available to them. One end of the spectrum is the warding cleric who focuses solely on [[warding]] spells. A little more versatile is the pure cleric that also trains in [[bolt]] spells. Less popular after the introduction of the [[paladin]] profession but still viable is the [[melee]] cleric, who tend to favor [[two handed weapons]] or [[brawling]]. Finally the rescuing cleric focuses on saving other adventurers from [[death]].&lt;br /&gt;
&lt;br /&gt;
==Life and Death in Elanthia==&lt;br /&gt;
&lt;br /&gt;
No matter your training path resurrecting the dead is a hallmark of being a cleric. Clerics do not gain this awesome power initially, as they must advance to at least the 18th level to cast [[Raise Dead]]. Clerics earn a significant amount of [[experience]] from resurrecting the dead, in addition to the general gratitude of the populace. The general process is as follows. When an adventurer dies, they have a race-specific [[death#decay timer|decay timer]] of at least ten minutes. The cleric can pause this timer with their [[Preservation]] spell, or another adventurer can use a [[white flask]]. Preservation is not required for resurrection but is generally advisable. Once the corpse is in a safe location and cleaned of wounds, the cleric must establish a [[308|spiritual link]] with the corpse to prevent another cleric from interfering with the rite. Finally the cleric casts Raise Dead at a cost of [[mana]] and [[spirit]] to the cleric, raising the adventurer in a weakened state; the exact costs of this spell depend on the cleric&#039;s training. More details of this process can be read in the respective spell entries.&lt;br /&gt;
&lt;br /&gt;
==The Arkati and You==&lt;br /&gt;
&lt;br /&gt;
Another nearly universal aspect of being a cleric is your relationship to the &amp;quot;gods&amp;quot; of Elanthia, the [[Arkati]]. Although it is not strictly necessary to [[convert]] to a specific Arkati, aligning yourself with a specific Arkati will effect the damage and messaging of some [[convert#spells affected|cleric spells]]. In particular the main offensive warding cleric spell [[Smite/Bane]] depends upon alignment, with [[Liabo]] Arkati strong against the [[undead]] and [[Lornon]] Arkati strong against the living. Your chosen Arkati can also have a non-mechanical influence on your character, depending upon your style of [[roleplay]]. Powerful clerics are able to [[330|commune]] with their Arkati, a unique opportunity to interact with a [[GameMaster]].&lt;br /&gt;
&lt;br /&gt;
=Character Creation=&lt;br /&gt;
&lt;br /&gt;
==Race==&lt;br /&gt;
While each [[race]] has different adjustments to their [[stats]], making some races more optimal for a cleric than others, these differences are ultimately marginal and do not preclude a viable character of any race. &lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
The main clerical [[statistics]] are [[Wisdom]] and [[Intuition]], meaning these stats yield double [[training points]] (TPs). The wisdom stat bonus also increases [[casting strength]] (CS). [[Aura]] is somewhat important since it determines [[spirit]], which is necessary to resurrect other adventurers. Other stats become important depending on your training path. For example, bolting clerics will want a higher [[Dexterity]] since it affects bolt attack strength. &lt;br /&gt;
&lt;br /&gt;
The following stats are a good starting point for the beginning cleric:&lt;br /&gt;
*[[Strength]]:50, [[Constitution]]:70, [[Dexterity]]:50, [[Agility]]:50&lt;br /&gt;
*[[Discipline]]:70, [[Aura]]:90&lt;br /&gt;
*[[Logic]]:80, [[Intuition]]:90, [[Wisdom]]:90, [[Influence]]:20&lt;br /&gt;
&lt;br /&gt;
=Training Paths: Pure Warder=&lt;br /&gt;
&lt;br /&gt;
As [[pure]]s, clerics are intended to utilize magic to survive in Elanthia. The pure warding cleric is the most traditional play style and can serve as a starting point to experiment off of. All casting clerics need eight ranks of [[Armor Use]] to fully train for [[armor|double leather]]. This basic armor provides full coverage with no [[spell hindrance]], and the goal of most pures is to avoid being hit by a foe in the first place. At least 24 ranks of [[Spiritual Mana Control]] are needed to successfully resurrect an adventurer (you can over-train in this skill to cast resurrection at level 18). [[Physical Fitness]], [[Perception]], and [[Spiritual Lore, Blessings]] are basic skills that should be trained in once per level. &lt;br /&gt;
&lt;br /&gt;
Beyond these requirements, the pure caster will want to invest in spell ranks. The [[Cleric Base|cleric spell circle]] naturally provides the main arsenal of spells. CS is calculated so that each additional spell rank beyond the player&#039;s [[level]] increases strength at a decreasing rate. The most efficient investment is an extra 21 ranks beyond the current level (e.g., 41 ranks for a level 20 player). However clerics also have access to the [[Major Spiritual]] and [[Minor Spiritual]] spell circles, which have important spells (and also boost CS). Each player will have different priorities, but [[Spirit Warding II]], [[Spell Shield]], and [[Lesser Shroud]] are important goals. Remember you must be at least the same level as the spell to cast it.&lt;br /&gt;
&lt;br /&gt;
A variety of secondary skills will also be useful and can be trained in at the player&#039;s discretion. [[Arcane Symbols]] and [[Magic Item Use]] are necessary to use scrolls and magical items respectively, providing the cleric with access to outside spell circles. These skills also contribute to [[runestaff]] defense, the cleric&#039;s main defensive weapon. Early on, training twice per level in [[Harness Power]] will provide much-needed mana. [[First Aid]] is useful to bandage bleeding [[wounds]] when no [[empath]] is available.  The other two types of [[Spiritual Lore]] enhance cleric spells in different ways and can be trained in as the player sees fit, particularly if one of the below variations is used. Finally some ranks of [[Climbing]] and [[Swimming]] will be needed to access certain hunting grounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Training Plan&#039;&#039;&#039;&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;#&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;PTP/MTP&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level 0&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level 10&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level 20&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level 30&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|15/0&lt;br /&gt;
|[[Armor Use]] &lt;br /&gt;
|1&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/3&lt;br /&gt;
|[[Spirit Mana Control]] &lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|24&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|7/0&lt;br /&gt;
|[[Physical Fitness]] &lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/3&lt;br /&gt;
|[[Perception]]&lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/6&lt;br /&gt;
|[[Spiritual Lore, Blessings]]&lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/8&lt;br /&gt;
|[[Cleric Base|Cleric Spell Research]]&lt;br /&gt;
|1&lt;br /&gt;
|15&lt;br /&gt;
|35&lt;br /&gt;
|51&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/8&lt;br /&gt;
|[[Major Spiritual|Major Spiritual Spell Research]]&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/8&lt;br /&gt;
|[[Minor Spiritual|Minor Spiritual Spell Research]]&lt;br /&gt;
|1&lt;br /&gt;
|8&lt;br /&gt;
|12&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/2&lt;br /&gt;
|[[Magic Item Use]]&lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|0/4&lt;br /&gt;
|[[Harness Power]]&lt;br /&gt;
|2&lt;br /&gt;
|22&lt;br /&gt;
|42&lt;br /&gt;
|62&lt;br /&gt;
|-&lt;br /&gt;
|0.5x&lt;br /&gt;
|1/1&lt;br /&gt;
|[[First Aid]]&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|9&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Training Paths: Bolter=&lt;br /&gt;
&lt;br /&gt;
The bolting cleric supplements the pure training with two ranks per level in [[Spell Aiming]] to utilize the three bolt spells available to clerics ([[Holy Bolt]], [[Fire Spirit]], and [[Web]]). Bolt attacks can be particularly devastating in combination with the various disability spells available to clerics. Bolts also help the cleric fight effectively against a wider variety of foes as well as provide access to a variety of [[wands]] with sufficient magic item training.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bolter Training Plan&#039;&#039;&#039;&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;#&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;PTP/MTP&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level 0&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level 10&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level 20&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level 30&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|15/0&lt;br /&gt;
|[[Armor Use]] &lt;br /&gt;
|1&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/3&lt;br /&gt;
|[[Spirit Mana Control]] &lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|24&lt;br /&gt;
|24&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|3/2&lt;br /&gt;
|[[Spell Aiming]]&lt;br /&gt;
|2&lt;br /&gt;
|22&lt;br /&gt;
|42&lt;br /&gt;
|62&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|7/0&lt;br /&gt;
|[[Physical Fitness]] &lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/6&lt;br /&gt;
|[[Spiritual Lore, Religion]]&lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/8&lt;br /&gt;
|[[Cleric Base|Cleric Spell Research]]&lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/8&lt;br /&gt;
|[[Major Spiritual|Major Spiritual Spell Research]]&lt;br /&gt;
|1&lt;br /&gt;
|4&lt;br /&gt;
|15&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/8&lt;br /&gt;
|[[Minor Spiritual|Minor Spiritual Spell Research]]&lt;br /&gt;
|1&lt;br /&gt;
|7&lt;br /&gt;
|7&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/2&lt;br /&gt;
|[[Magic Item Use]]&lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|0/4&lt;br /&gt;
|[[Harness Power]]&lt;br /&gt;
|2&lt;br /&gt;
|22&lt;br /&gt;
|42&lt;br /&gt;
|62&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Variation: Rescuer==&lt;br /&gt;
&lt;br /&gt;
The rescuing cleric focuses on defensive and utility magic to find and resurrect fallen adventurers while maintaining offensive capabilities. The hallmarks of this training path are [[Transference]] and [[Spirit Guide]], which allow the cleric to teleport from town to adventurer and back. Of course, Raise Dead is necessary to return players to life. As these are high-level spells the beginning player is advised to focus on a more combat-oriented path until they gain a familiarity with the profession.  As a low level cleric, there are still ways to assist the fallen.  Using the spell [[Preservation (305)]] will prevent the corpse from decaying or being able to depart.  The cleric can also use the [[DRAG]] verb to take the corpse back to town. The strength stat is an important factor in being able to successfully drag a target, for example a giantman will find it easier to drag a heavy corpse than a halfling or gnome with low strength.&lt;br /&gt;
&lt;br /&gt;
=Training Paths: Melee=&lt;br /&gt;
&lt;br /&gt;
Although less common since the introduction of the [[paladin]], a melee cleric is still a feasible training path. The melee cleric relies on spells to disable rather than kill their target, forgoing spell research to train in physical skills. The first training decision a melee cleric must make is whether to use a [[shield]] or [[two handed weapons]], a classic choice between offense and defense. The shield path requires a bit more [[training points]]. For the shield user, [[edged]] and [[blunt]] weapons have the same training cost, while [[brawling]] is a slightly more physical pursuit. While a comparison of weapon types is not the purpose of this guide, the differences are generally marginal and many clerics choose a weapon based on personal preference. The melee cleric will also need to train more heavily in armor, generally up to 35 ranks for [[armor|chainmail]]. Basic training in mana control, physical fitness, and perception remains the same as a pure, but the melee cleric has different spell and lore training goals. [[211|Bravery]], [[215|Heroism]], and [[117|Spirit Strike]] are important [[attack strength]] boosters. These spells benefit from [[Spiritual Lore, Blessings]].   &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Training Plan&#039;&#039;&#039;&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;#&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;PTP/MTP&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level 0&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level 10&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level 20&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level 30&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|8/0&lt;br /&gt;
|[[Armor Use]] &lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|4/2&lt;br /&gt;
|[[Edged Weapons]] &lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|13/0&lt;br /&gt;
|[[Shield Use]] &lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|7/0&lt;br /&gt;
|[[Physical Fitness]] &lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/8&lt;br /&gt;
|[[Cleric Base|Cleric Spell Research]]&lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/8&lt;br /&gt;
|[[Major Spiritual|Major Spiritual Spell Research]]&lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|19&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/8&lt;br /&gt;
|[[Minor Spiritual|Minor Spiritual Spell Research]]&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|17&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/4&lt;br /&gt;
|[[Harness Power]]&lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/6&lt;br /&gt;
|[[Spiritual Lore, Blessings]]&lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/3&lt;br /&gt;
|[[Spirit Mana Control]] &lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|24&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|0.5x&lt;br /&gt;
|0/2&lt;br /&gt;
|[[Magic Item Use]]&lt;br /&gt;
|1&lt;br /&gt;
|5&lt;br /&gt;
|10&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|0.5x&lt;br /&gt;
|0/2&lt;br /&gt;
|[[Arcane Symbols]]&lt;br /&gt;
|1&lt;br /&gt;
|5&lt;br /&gt;
|10&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/3&lt;br /&gt;
|[[Perception]]&lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|0.5x&lt;br /&gt;
|1/1&lt;br /&gt;
|[[First Aid]]&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|9&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Variation: Two Weapon User==&lt;br /&gt;
&lt;br /&gt;
A more expensive but damaging training path is [[Two Weapon Combat]]. Similar to a two-handed weapon cleric in principle, this style is particularly effective with two [[Flares|flaring]] weapons. The extra training points will come at the cost of spell research; the player will need to prioritize achieving certain spells or CS in a particular circle. This path requires a bit more experience with the Gemstone universe but is certainly viable.&lt;br /&gt;
&lt;br /&gt;
=Gearing Up=&lt;br /&gt;
&lt;br /&gt;
Now that you have a skill set for your cleric, it is time to gear them up! As noted above most clerics will target double leather as their main armor (even melee clerics will spend their first [[level]]s in this armor class). Most players target 4x (+20) as the baseline for gear, so you should aim for a relatively inexpensive set of 4x gear by level 10. Due to its popularity among the various spell casting professions cheap 4x leather can easily be found. (Many players in fact reach level 100 with 4x gear.) Some shops even sell 1x and 2x leather for only a coin or two, which can be particularly helpful in the first few levels. Your choice of weapon naturally depends on your training path. Pure clerics will use a runestaff, whose contribution to [[DS|defensive strength]] depends on the amount of training in certain magical skills. Since a runestaff&#039;s enchant does not contribute to CS, and may even be sheathed if [[channel]]ing a spell, investing in a powerful weapon is less of a priority for pures. Melee characters rely on their weapon for offense and will want a weapon with a powerful ability such as [[weighting]], a [[flare]], and/or an [[enhancive]].&lt;br /&gt;
&lt;br /&gt;
=Clerical Combat=   &lt;br /&gt;
Like other pure professions the goal of clerical combat is to avoid being hit, as magic users have fewer [[hitpoint]]s and weak [[damage reduction]]. Even the melee cleric will want to avoid taking a direct hit. Clerics survive combat using defensive buffs, disabling magic, and tactical engagement. Defensive buff spells can be prepared while in town (most defensive spells can be repeatedly cast for a maximum duration of 250 minutes). Some key defensive cleric spells include:&lt;br /&gt;
&lt;br /&gt;
*[[Spirit Warding I (101)]] and [[Spirit Warding II (107)]]&lt;br /&gt;
*[[Spirit Barrier (102)]] (particularly for warding clerics)&lt;br /&gt;
*[[Spirit Defense (103)]]&lt;br /&gt;
*[[Spirit Shield (202)]]&lt;br /&gt;
*[[Spell Shield (219)]]&lt;br /&gt;
*[[Prayer of Protection (303)]]&lt;br /&gt;
*[[Benediction (307)]]&lt;br /&gt;
*[[Warding Sphere (310)]]&lt;br /&gt;
*[[Prayer (313)]]&lt;br /&gt;
*[[Soul Ward (319)]]&lt;br /&gt;
&lt;br /&gt;
Most battles will require the cleric to weaken or disable their adversary in some fashion, particularly as your encounter more dangerous foes. Some useful spells include:&lt;br /&gt;
&lt;br /&gt;
*[[Unbalance (110)]]&lt;br /&gt;
*[[Web (118)]]&lt;br /&gt;
*[[Silence (210)]]&lt;br /&gt;
*[[Interference (212)]]&lt;br /&gt;
*[[Prayer of Holding (301)]]&lt;br /&gt;
*[[Blind (311)]]&lt;br /&gt;
*[[Censure (316)]] &lt;br /&gt;
&lt;br /&gt;
Of course the cleric must also inflict damage. Many offensive spells are affected by your [[stance]], meaning that a careful combatant can wait in defensive for their foe to attack, switch into offensive for their attack, and switch back into defensive before their foe launches their next attack (known colloquially as &amp;quot;stance dancing&amp;quot;). This tactic becomes more difficult when multiple foes are in the same room. While warding spells are generally not affected by stance, some spells can be [[channel]]led for additional power. Common offensive spells include:&lt;br /&gt;
&lt;br /&gt;
*[[Fire Spirit (111)]]&lt;br /&gt;
*[[Smite/Bane (302)]]&lt;br /&gt;
*[[Holy Bolt (306)]]&lt;br /&gt;
*[[Fervent Reproach (312)]]&lt;br /&gt;
*[[Divine Fury (317)]]&lt;br /&gt;
&lt;br /&gt;
All beginning magic users find their [[mana]] supply to be limited early in their career. Due to this limitation some players advise playing a more melee-oriented character (perhaps using a [[claidhmore]]) before [[fixskill]]ing into a more magical path. Other players rely more heavily on [[wand]]s or hunt in groups. Choosing your battles is also important as some foes are just not suited to the young cleric, particularly living foes for the smite cleric (and vice versa). Importantly clerics can [[meditate]], increasing their mana regeneration on [[node]]s. Many low-level hunting grounds are close enough to nodes that a cleric can run back to quickly recharge their mana supply before venturing back into battle.  &lt;br /&gt;
&lt;br /&gt;
=Societies=&lt;br /&gt;
&lt;br /&gt;
There are three mutually exclusive societies in Elanthia that can be joined at level three: the [[Council of Light]], [[Guardians of Sunfist]], and [[Order of Voln]]. The [[New Players&#039; Guide]] provides a general overview of these options, and each individual entry has more detail which should be reviewed before making a selection. It is common to find clerics join the Order of Voln, because clerics are especially adept at fighting undead, or the Council of Light because clerics have high spirit regeneration.&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
*[[Cleric]] (main article)&lt;br /&gt;
*[[New Players&#039; Guide]] (a comprehensive beginner&#039;s guide for new players of any profession)&lt;br /&gt;
*[[Cleric Guild]]&lt;br /&gt;
*[[The Art of Roleplaying in GemStone IV (guide)]]&lt;br /&gt;
*[[Player Guide Contest]]&lt;br /&gt;
&lt;br /&gt;
=References=&lt;br /&gt;
*[http://www.play.net/gs4/info/professions/clerics.asp Cleric profession on Play.net]&lt;br /&gt;
*[http://www.play.net/gs4/info/npg/home.asp GemStone IV New Player Guide on Play.net]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Cleric]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;br /&gt;
[[Category:New Player| ]]&lt;/div&gt;</summary>
		<author><name>CLAUDE209</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Beginner%27s_guide_to_playing_a_cleric&amp;diff=58612</id>
		<title>Beginner&#039;s guide to playing a cleric</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Beginner%27s_guide_to_playing_a_cleric&amp;diff=58612"/>
		<updated>2015-03-08T16:22:15Z</updated>

		<summary type="html">&lt;p&gt;CLAUDE209: /* Variation: Rescuer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Work-in-progress}}&lt;br /&gt;
&lt;br /&gt;
Feeling the calling to be a cleric? Clerics are a crucial [[profession]] in [[Elanthia]], as they are able to powerfully resurrect other adventurers. At higher levels clerics can even [[350|resurrect themselves]].  Clerics are also strong casters in their own right, with a variety of abilities and flexible training paths to suit many characters. Finally, a cleric&#039;s intimate connection to the [[Arkati]] affords unique [[roleplay]]ing opportunities. If you are in the first 30 days of your account, you can switch [[training points]] between your [[skills]] at no cost, so use this guide as a starting point to experiment with different styles to see what suits you best!&lt;br /&gt;
&lt;br /&gt;
=Clerical Overview=&lt;br /&gt;
&lt;br /&gt;
Clerics have several general training paths available to them. One end of the spectrum is the warding cleric who focuses solely on [[warding]] spells. A little more versatile is the pure cleric that also trains in [[bolt]] spells. Less popular after the introduction of the [[paladin]] profession but still viable is the [[melee]] cleric, who tend to favor [[two handed weapons]] or [[brawling]]. Finally the rescuing cleric focuses on saving other adventurers from [[death]].&lt;br /&gt;
&lt;br /&gt;
==Life and Death in Elanthia==&lt;br /&gt;
&lt;br /&gt;
No matter your training path resurrecting the dead is a hallmark of being a cleric. Clerics do not gain this awesome power initially, as they must advance to at least the 18th level to cast [[Raise Dead]]. Clerics earn a significant amount of [[experience]] from resurrecting the dead, in addition to the general gratitude of the populace. The general process is as follows. When an adventurer dies, they have a race-specific [[death#decay timer|decay timer]] of at least ten minutes. The cleric can pause this timer with their [[Preservation]] spell, or another adventurer can use a [[white flask]]. Preservation is not required for resurrection but is generally advisable. Once the corpse is in a safe location and cleaned of wounds, the cleric must establish a [[308|spiritual link]] with the corpse to prevent another cleric from interfering with the rite. Finally the cleric casts Raise Dead at a cost of [[mana]] and [[spirit]] to the cleric, raising the adventurer in a weakened state; the exact costs of this spell depend on the cleric&#039;s training. More details of this process can be read in the respective spell entries.&lt;br /&gt;
&lt;br /&gt;
==The Arkati and You==&lt;br /&gt;
&lt;br /&gt;
Another nearly universal aspect of being a cleric is your relationship to the &amp;quot;gods&amp;quot; of Elanthia, the [[Arkati]]. Although it is not strictly necessary to [[convert]] to a specific Arkati, aligning yourself with a specific Arkati will effect the damage and messaging of some [[convert#spells affected|cleric spells]]. In particular the main offensive warding cleric spell [[Smite/Bane]] depends upon alignment, with [[Liabo]] Arkati strong against the [[undead]] and [[Lornon]] Arkati strong against the living. Your chosen Arkati can also have a non-mechanical influence on your character, depending upon your style of [[roleplay]]. Powerful clerics are able to [[330|commune]] with their Arkati, a unique opportunity to interact with a [[GameMaster]].&lt;br /&gt;
&lt;br /&gt;
=Character Creation=&lt;br /&gt;
&lt;br /&gt;
==Race==&lt;br /&gt;
While each [[race]] has different adjustments to their [[stats]], making some races more optimal for a cleric than others, these differences are ultimately marginal and do not preclude a viable character of any race. &lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
The main clerical [[statistics]] are [[Wisdom]] and [[Intuition]], meaning these stats yield double [[training points]] (TPs). The wisdom stat bonus also increases [[casting strength]] (CS). [[Aura]] is somewhat important since it determines [[spirit]], which is necessary to resurrect other adventurers. Other stats become important depending on your training path. For example, bolting clerics will want a higher [[Dexterity]] since it affects bolt attack strength. &lt;br /&gt;
&lt;br /&gt;
The following stats are a good starting point for the beginning cleric:&lt;br /&gt;
*[[Strength]]:50, [[Constitution]]:70, [[Dexterity]]:50, [[Agility]]:50&lt;br /&gt;
*[[Discipline]]:70, [[Aura]]:90&lt;br /&gt;
*[[Logic]]:80, [[Intuition]]:90, [[Wisdom]]:90, [[Influence]]:20&lt;br /&gt;
&lt;br /&gt;
=Training Paths: Pure Warder=&lt;br /&gt;
&lt;br /&gt;
As [[pure]]s, clerics are intended to utilize magic to survive in Elanthia. The pure warding cleric is the most traditional play style and can serve as a starting point to experiment off of. All casting clerics need eight ranks of [[Armor Use]] to fully train for [[armor|double leather]]. This basic armor provides full coverage with no [[spell hindrance]], and the goal of most pures is to avoid being hit by a foe in the first place. At least 24 ranks of [[Spiritual Mana Control]] are needed to successfully resurrect an adventurer (you can over-train in this skill to cast resurrection at level 18). [[Physical Fitness]], [[Perception]], and [[Spiritual Lore, Blessings]] are basic skills that should be trained in once per level. &lt;br /&gt;
&lt;br /&gt;
Beyond these requirements, the pure caster will want to invest in spell ranks. The [[Cleric Base|cleric spell circle]] naturally provides the main arsenal of spells. CS is calculated so that each additional spell rank beyond the player&#039;s [[level]] increases strength at a decreasing rate. The most efficient investment is an extra 21 ranks beyond the current level (e.g., 41 ranks for a level 20 player). However clerics also have access to the [[Major Spiritual]] and [[Minor Spiritual]] spell circles, which have important spells (and also boost CS). Each player will have different priorities, but [[Spirit Warding II]], [[Spell Shield]], and [[Lesser Shroud]] are important goals. Remember you must be at least the same level as the spell to cast it.&lt;br /&gt;
&lt;br /&gt;
A variety of secondary skills will also be useful and can be trained in at the player&#039;s discretion. [[Arcane Symbols]] and [[Magic Item Use]] are necessary to use scrolls and magical items respectively, providing the cleric with access to outside spell circles. These skills also contribute to [[runestaff]] defense, the cleric&#039;s main defensive weapon. Early on, training twice per level in [[Harness Power]] will provide much-needed mana. [[First Aid]] is useful to bandage bleeding [[wounds]] when no [[empath]] is available.  The other two types of [[Spiritual Lore]] enhance cleric spells in different ways and can be trained in as the player sees fit, particularly if one of the below variations is used. Finally some ranks of [[Climbing]] and [[Swimming]] will be needed to access certain hunting grounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Training Plan&#039;&#039;&#039;&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;#&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;PTP/MTP&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level 0&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level 10&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level 20&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level 30&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|15/0&lt;br /&gt;
|[[Armor Use]] &lt;br /&gt;
|1&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/3&lt;br /&gt;
|[[Spirit Mana Control]] &lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|24&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|7/0&lt;br /&gt;
|[[Physical Fitness]] &lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/3&lt;br /&gt;
|[[Perception]]&lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/6&lt;br /&gt;
|[[Spiritual Lore, Blessings]]&lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/8&lt;br /&gt;
|[[Cleric Base|Cleric Spell Research]]&lt;br /&gt;
|1&lt;br /&gt;
|15&lt;br /&gt;
|35&lt;br /&gt;
|51&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/8&lt;br /&gt;
|[[Major Spiritual|Major Spiritual Spell Research]]&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/8&lt;br /&gt;
|[[Minor Spiritual|Minor Spiritual Spell Research]]&lt;br /&gt;
|1&lt;br /&gt;
|8&lt;br /&gt;
|12&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/2&lt;br /&gt;
|[[Magic Item Use]]&lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|0/4&lt;br /&gt;
|[[Harness Power]]&lt;br /&gt;
|2&lt;br /&gt;
|22&lt;br /&gt;
|42&lt;br /&gt;
|62&lt;br /&gt;
|-&lt;br /&gt;
|0.5x&lt;br /&gt;
|1/1&lt;br /&gt;
|[[First Aid]]&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|9&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Training Paths: Bolter=&lt;br /&gt;
&lt;br /&gt;
The bolting cleric supplements the pure training with two ranks per level in [[Spell Aiming]] to utilize the three bolt spells available to clerics ([[Holy Bolt]], [[Fire Spirit]], and [[Web]]). Bolt attacks can be particularly devastating in combination with the various disability spells available to clerics. Bolts also help the cleric fight effectively against a wider variety of foes as well as provide access to a variety of [[wands]] with sufficient magic item training.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bolter Training Plan&#039;&#039;&#039;&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;#&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;PTP/MTP&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level 0&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level 10&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level 20&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level 30&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|15/0&lt;br /&gt;
|[[Armor Use]] &lt;br /&gt;
|1&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/3&lt;br /&gt;
|[[Spirit Mana Control]] &lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|24&lt;br /&gt;
|24&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|3/2&lt;br /&gt;
|[[Spell Aiming]]&lt;br /&gt;
|2&lt;br /&gt;
|22&lt;br /&gt;
|42&lt;br /&gt;
|62&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|7/0&lt;br /&gt;
|[[Physical Fitness]] &lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/6&lt;br /&gt;
|[[Spiritual Lore, Religion]]&lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/8&lt;br /&gt;
|[[Cleric Base|Cleric Spell Research]]&lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/8&lt;br /&gt;
|[[Major Spiritual|Major Spiritual Spell Research]]&lt;br /&gt;
|1&lt;br /&gt;
|8&lt;br /&gt;
|15&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/8&lt;br /&gt;
|[[Minor Spiritual|Minor Spiritual Spell Research]]&lt;br /&gt;
|1&lt;br /&gt;
|7&lt;br /&gt;
|7&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/2&lt;br /&gt;
|[[Magic Item Use]]&lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|0/4&lt;br /&gt;
|[[Harness Power]]&lt;br /&gt;
|2&lt;br /&gt;
|22&lt;br /&gt;
|42&lt;br /&gt;
|62&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Variation: Rescuer==&lt;br /&gt;
&lt;br /&gt;
The rescuing cleric focuses on defensive and utility magic to find and resurrect fallen adventurers while maintaining offensive capabilities. The hallmarks of this training path are [[Transference]] and [[Spirit Guide]], which allow the cleric to teleport from town to adventurer and back. Of course, Raise Dead is necessary to return players to life. As these are high-level spells the beginning player is advised to focus on a more combat-oriented path until they gain a familiarity with the profession.  As a low level cleric, there are still ways to assist the fallen.  Using the spell [[Preservation (305)]] will prevent the corpse from decaying or being able to depart.  The cleric can also use the [[DRAG]] verb to take the corpse back to town. The strength stat is an important factor in being able to successfully drag a target, for example a giantman will find it easier to drag a heavy corpse than a halfling or gnome with low strength.&lt;br /&gt;
&lt;br /&gt;
=Training Paths: Melee=&lt;br /&gt;
&lt;br /&gt;
Although less common since the introduction of the [[paladin]], a melee cleric is still a feasible training path. The melee cleric relies on spells to disable rather than kill their target, forgoing spell research to train in physical skills. The first training decision a melee cleric must make is whether to use a [[shield]] or [[two handed weapons]], a classic choice between offense and defense. The shield path requires a bit more [[training points]]. For the shield user, [[edged]] and [[blunt]] weapons have the same training cost, while [[brawling]] is a slightly more physical pursuit. While a comparison of weapon types is not the purpose of this guide, the differences are generally marginal and many clerics choose a weapon based on personal preference. The melee cleric will also need to train more heavily in armor, generally up to 35 ranks for [[armor|chainmail]]. Basic training in mana control, physical fitness, and perception remains the same as a pure, but the melee cleric has different spell and lore training goals. [[211|Bravery]], [[215|Heroism]], and [[117|Spirit Strike]] are important [[attack strength]] boosters. These spells benefit from [[Spiritual Lore, Blessings]].   &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Training Plan&#039;&#039;&#039;&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;#&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;PTP/MTP&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level 0&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level 10&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level 20&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level 30&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|8/0&lt;br /&gt;
|[[Armor Use]] &lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|4/2&lt;br /&gt;
|[[Edged Weapons]] &lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|13/0&lt;br /&gt;
|[[Shield Use]] &lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|7/0&lt;br /&gt;
|[[Physical Fitness]] &lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/8&lt;br /&gt;
|[[Cleric Base|Cleric Spell Research]]&lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/8&lt;br /&gt;
|[[Major Spiritual|Major Spiritual Spell Research]]&lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|19&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/8&lt;br /&gt;
|[[Minor Spiritual|Minor Spiritual Spell Research]]&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|17&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/4&lt;br /&gt;
|[[Harness Power]]&lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/6&lt;br /&gt;
|[[Spiritual Lore, Blessings]]&lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/3&lt;br /&gt;
|[[Spirit Mana Control]] &lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|24&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|0.5x&lt;br /&gt;
|0/2&lt;br /&gt;
|[[Magic Item Use]]&lt;br /&gt;
|1&lt;br /&gt;
|5&lt;br /&gt;
|10&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|0.5x&lt;br /&gt;
|0/2&lt;br /&gt;
|[[Arcane Symbols]]&lt;br /&gt;
|1&lt;br /&gt;
|5&lt;br /&gt;
|10&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/3&lt;br /&gt;
|[[Perception]]&lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|0.5x&lt;br /&gt;
|1/1&lt;br /&gt;
|[[First Aid]]&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|9&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Variation: Two Weapon User==&lt;br /&gt;
&lt;br /&gt;
A more expensive but damaging training path is [[Two Weapon Combat]]. Similar to a two-handed weapon cleric in principle, this style is particularly effective with two [[Flares|flaring]] weapons. The extra training points will come at the cost of spell research; the player will need to prioritize achieving certain spells or CS in a particular circle. This path requires a bit more experience with the Gemstone universe but is certainly viable.&lt;br /&gt;
&lt;br /&gt;
=Gearing Up=&lt;br /&gt;
&lt;br /&gt;
Now that you have a skill set for your cleric, it is time to gear them up! As noted above most clerics will target double leather as their main armor (even melee clerics will spend their first [[level]]s in this armor class). Most players target 4x (+20) as the baseline for gear, so you should aim for a relatively inexpensive set of 4x gear by level 10. Due to its popularity among the various spell casting professions cheap 4x leather can easily be found. (Many players in fact reach level 100 with 4x gear.) Some shops even sell 1x and 2x leather for only a coin or two, which can be particularly helpful in the first few levels. Your choice of weapon naturally depends on your training path. Pure clerics will use a runestaff, whose contribution to [[DS|defensive strength]] depends on the amount of training in certain magical skills. Since a runestaff&#039;s enchant does not contribute to CS, and may even be sheathed if [[channel]]ing a spell, investing in a powerful weapon is less of a priority for pures. Melee characters rely on their weapon for offense and will want a weapon with a powerful ability such as [[weighting]], a [[flare]], and/or an [[enhancive]].&lt;br /&gt;
&lt;br /&gt;
=Clerical Combat=   &lt;br /&gt;
Like other pure professions the goal of clerical combat is to avoid being hit, as magic users have fewer [[hitpoint]]s and weak [[damage reduction]]. Even the melee cleric will want to avoid taking a direct hit. Clerics survive combat using defensive buffs, disabling magic, and tactical engagement. Defensive buff spells can be prepared while in town (most defensive spells can be repeatedly cast for a maximum duration of 250 minutes). Some key defensive cleric spells include:&lt;br /&gt;
&lt;br /&gt;
*[[Spirit Warding I (101)]] and [[Spirit Warding II (107)]]&lt;br /&gt;
*[[Spirit Barrier (102)]] (particularly for warding clerics)&lt;br /&gt;
*[[Spirit Defense (103)]]&lt;br /&gt;
*[[Spirit Shield (202)]]&lt;br /&gt;
*[[Spell Shield (219)]]&lt;br /&gt;
*[[Prayer of Protection (303)]]&lt;br /&gt;
*[[Benediction (307)]]&lt;br /&gt;
*[[Warding Sphere (310)]]&lt;br /&gt;
*[[Prayer (313)]]&lt;br /&gt;
*[[Soul Ward (319)]]&lt;br /&gt;
&lt;br /&gt;
Most battles will require the cleric to weaken or disable their adversary in some fashion, particularly as your encounter more dangerous foes. Some useful spells include:&lt;br /&gt;
&lt;br /&gt;
*[[Unbalance (110)]]&lt;br /&gt;
*[[Web (118)]]&lt;br /&gt;
*[[Silence (210)]]&lt;br /&gt;
*[[Interference (212)]]&lt;br /&gt;
*[[Prayer of Holding (301)]]&lt;br /&gt;
*[[Blind (311)]]&lt;br /&gt;
*[[Censure (316)]] &lt;br /&gt;
&lt;br /&gt;
Of course the cleric must also inflict damage. Many offensive spells are affected by your [[stance]], meaning that a careful combatant can wait in defensive for their foe to attack, switch into offensive for their attack, and switch back into defensive before their foe launches their next attack (known colloquially as &amp;quot;stance dancing&amp;quot;). This tactic becomes more difficult when multiple foes are in the same room. While warding spells are generally not affected by stance, some spells can be [[channel]]led for additional power. Common offensive spells include:&lt;br /&gt;
&lt;br /&gt;
*[[Fire Spirit (111)]]&lt;br /&gt;
*[[Smite/Bane (302)]]&lt;br /&gt;
*[[Holy Bolt (306)]]&lt;br /&gt;
*[[Fervent Reproach (312)]]&lt;br /&gt;
*[[Divine Fury (317)]]&lt;br /&gt;
&lt;br /&gt;
All beginning magic users find their [[mana]] supply to be limited early in their career. Due to this limitation some players advise playing a more melee-oriented character (perhaps using a [[claidhmore]]) before [[fixskill]]ing into a more magical path. Other players rely more heavily on [[wand]]s or hunt in groups. Choosing your battles is also important as some foes are just not suited to the young cleric, particularly living foes for the smite cleric (and vice versa). Importantly clerics can [[meditate]], increasing their mana regeneration on [[node]]s. Many low-level hunting grounds are close enough to nodes that a cleric can run back to quickly recharge their mana supply before venturing back into battle.  &lt;br /&gt;
&lt;br /&gt;
=Societies=&lt;br /&gt;
&lt;br /&gt;
There are three mutually exclusive societies in Elanthia that can be joined at level three: the [[Council of Light]], [[Guardians of Sunfist]], and [[Order of Voln]]. The [[New Players&#039; Guide]] provides a general overview of these options, and each individual entry has more detail which should be reviewed before making a selection. It is common to find clerics join the Order of Voln, because clerics are especially adept at fighting undead, or the Council of Light because clerics have high spirit regeneration.&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
*[[Cleric]] (main article)&lt;br /&gt;
*[[New Players&#039; Guide]] (a comprehensive beginner&#039;s guide for new players of any profession)&lt;br /&gt;
*[[Cleric Guild]]&lt;br /&gt;
*[[The Art of Roleplaying in GemStone IV (guide)]]&lt;br /&gt;
*[[Player Guide Contest]]&lt;br /&gt;
&lt;br /&gt;
=References=&lt;br /&gt;
*[http://www.play.net/gs4/info/professions/clerics.asp Cleric profession on Play.net]&lt;br /&gt;
*[http://www.play.net/gs4/info/npg/home.asp GemStone IV New Player Guide on Play.net]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Cleric]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;br /&gt;
[[Category:New Player| ]]&lt;/div&gt;</summary>
		<author><name>CLAUDE209</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Beginner%27s_guide_to_playing_a_cleric&amp;diff=58611</id>
		<title>Beginner&#039;s guide to playing a cleric</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Beginner%27s_guide_to_playing_a_cleric&amp;diff=58611"/>
		<updated>2015-03-08T15:14:45Z</updated>

		<summary type="html">&lt;p&gt;CLAUDE209: /* Variation: Bolter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Work-in-progress}}&lt;br /&gt;
&lt;br /&gt;
Feeling the calling to be a cleric? Clerics are a crucial [[profession]] in [[Elanthia]], as they are able to powerfully resurrect other adventurers. At higher levels clerics can even [[350|resurrect themselves]].  Clerics are also strong casters in their own right, with a variety of abilities and flexible training paths to suit many characters. Finally, a cleric&#039;s intimate connection to the [[Arkati]] affords unique [[roleplay]]ing opportunities. If you are in the first 30 days of your account, you can switch [[training points]] between your [[skills]] at no cost, so use this guide as a starting point to experiment with different styles to see what suits you best!&lt;br /&gt;
&lt;br /&gt;
=Clerical Overview=&lt;br /&gt;
&lt;br /&gt;
Clerics have several general training paths available to them. One end of the spectrum is the warding cleric who focuses solely on [[warding]] spells. A little more versatile is the pure cleric that also trains in [[bolt]] spells. Less popular after the introduction of the [[paladin]] profession but still viable is the [[melee]] cleric, who tend to favor [[two handed weapons]] or [[brawling]]. Finally the rescuing cleric focuses on saving other adventurers from [[death]].&lt;br /&gt;
&lt;br /&gt;
==Life and Death in Elanthia==&lt;br /&gt;
&lt;br /&gt;
No matter your training path resurrecting the dead is a hallmark of being a cleric. Clerics do not gain this awesome power initially, as they must advance to at least the 18th level to cast [[Raise Dead]]. Clerics earn a significant amount of [[experience]] from resurrecting the dead, in addition to the general gratitude of the populace. The general process is as follows. When an adventurer dies, they have a race-specific [[death#decay timer|decay timer]] of at least ten minutes. The cleric can pause this timer with their [[Preservation]] spell, or another adventurer can use a [[white flask]]. Preservation is not required for resurrection but is generally advisable. Once the corpse is in a safe location and cleaned of wounds, the cleric must establish a [[308|spiritual link]] with the corpse to prevent another cleric from interfering with the rite. Finally the cleric casts Raise Dead at a cost of [[mana]] and [[spirit]] to the cleric, raising the adventurer in a weakened state; the exact costs of this spell depend on the cleric&#039;s training. More details of this process can be read in the respective spell entries.&lt;br /&gt;
&lt;br /&gt;
==The Arkati and You==&lt;br /&gt;
&lt;br /&gt;
Another nearly universal aspect of being a cleric is your relationship to the &amp;quot;gods&amp;quot; of Elanthia, the [[Arkati]]. Although it is not strictly necessary to [[convert]] to a specific Arkati, aligning yourself with a specific Arkati will effect the damage and messaging of some [[convert#spells affected|cleric spells]]. In particular the main offensive warding cleric spell [[Smite/Bane]] depends upon alignment, with [[Liabo]] Arkati strong against the [[undead]] and [[Lornon]] Arkati strong against the living. Your chosen Arkati can also have a non-mechanical influence on your character, depending upon your style of [[roleplay]]. Powerful clerics are able to [[330|commune]] with their Arkati, a unique opportunity to interact with a [[GameMaster]].&lt;br /&gt;
&lt;br /&gt;
=Character Creation=&lt;br /&gt;
&lt;br /&gt;
==Race==&lt;br /&gt;
While each [[race]] has different adjustments to their [[stats]], making some races more optimal for a cleric than others, these differences are ultimately marginal and do not preclude a viable character of any race. &lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
The main clerical [[statistics]] are [[Wisdom]] and [[Intuition]], meaning these stats yield double [[training points]] (TPs). The wisdom stat bonus also increases [[casting strength]] (CS). [[Aura]] is somewhat important since it determines [[spirit]], which is necessary to resurrect other adventurers. Other stats become important depending on your training path. For example, bolting clerics will want a higher [[Dexterity]] since it affects bolt attack strength. &lt;br /&gt;
&lt;br /&gt;
The following stats are a good starting point for the beginning cleric:&lt;br /&gt;
*[[Strength]]:50, [[Constitution]]:70, [[Dexterity]]:50, [[Agility]]:50&lt;br /&gt;
*[[Discipline]]:70, [[Aura]]:90&lt;br /&gt;
*[[Logic]]:80, [[Intuition]]:90, [[Wisdom]]:90, [[Influence]]:20&lt;br /&gt;
&lt;br /&gt;
=Training Paths: Pure Warder=&lt;br /&gt;
&lt;br /&gt;
As [[pure]]s, clerics are intended to utilize magic to survive in Elanthia. The pure warding cleric is the most traditional play style and can serve as a starting point to experiment off of. All casting clerics need eight ranks of [[Armor Use]] to fully train for [[armor|double leather]]. This basic armor provides full coverage with no [[spell hindrance]], and the goal of most pures is to avoid being hit by a foe in the first place. At least 24 ranks of [[Spiritual Mana Control]] are needed to successfully resurrect an adventurer (you can over-train in this skill to cast resurrection at level 18). [[Physical Fitness]], [[Perception]], and [[Spiritual Lore, Blessings]] are basic skills that should be trained in once per level. &lt;br /&gt;
&lt;br /&gt;
Beyond these requirements, the pure caster will want to invest in spell ranks. The [[Cleric Base|cleric spell circle]] naturally provides the main arsenal of spells. CS is calculated so that each additional spell rank beyond the player&#039;s [[level]] increases strength at a decreasing rate. The most efficient investment is an extra 21 ranks beyond the current level (e.g., 41 ranks for a level 20 player). However clerics also have access to the [[Major Spiritual]] and [[Minor Spiritual]] spell circles, which have important spells (and also boost CS). Each player will have different priorities, but [[Spirit Warding II]], [[Spell Shield]], and [[Lesser Shroud]] are important goals. Remember you must be at least the same level as the spell to cast it.&lt;br /&gt;
&lt;br /&gt;
A variety of secondary skills will also be useful and can be trained in at the player&#039;s discretion. [[Arcane Symbols]] and [[Magic Item Use]] are necessary to use scrolls and magical items respectively, providing the cleric with access to outside spell circles. These skills also contribute to [[runestaff]] defense, the cleric&#039;s main defensive weapon. Early on, training twice per level in [[Harness Power]] will provide much-needed mana. [[First Aid]] is useful to bandage bleeding [[wounds]] when no [[empath]] is available.  The other two types of [[Spiritual Lore]] enhance cleric spells in different ways and can be trained in as the player sees fit, particularly if one of the below variations is used. Finally some ranks of [[Climbing]] and [[Swimming]] will be needed to access certain hunting grounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Training Plan&#039;&#039;&#039;&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;#&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;PTP/MTP&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level 0&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level 10&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level 20&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level 30&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|15/0&lt;br /&gt;
|[[Armor Use]] &lt;br /&gt;
|1&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/3&lt;br /&gt;
|[[Spirit Mana Control]] &lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|24&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|7/0&lt;br /&gt;
|[[Physical Fitness]] &lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/3&lt;br /&gt;
|[[Perception]]&lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/6&lt;br /&gt;
|[[Spiritual Lore, Blessings]]&lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/8&lt;br /&gt;
|[[Cleric Base|Cleric Spell Research]]&lt;br /&gt;
|1&lt;br /&gt;
|15&lt;br /&gt;
|35&lt;br /&gt;
|51&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/8&lt;br /&gt;
|[[Major Spiritual|Major Spiritual Spell Research]]&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/8&lt;br /&gt;
|[[Minor Spiritual|Minor Spiritual Spell Research]]&lt;br /&gt;
|1&lt;br /&gt;
|8&lt;br /&gt;
|12&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/2&lt;br /&gt;
|[[Magic Item Use]]&lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|0/4&lt;br /&gt;
|[[Harness Power]]&lt;br /&gt;
|2&lt;br /&gt;
|22&lt;br /&gt;
|42&lt;br /&gt;
|62&lt;br /&gt;
|-&lt;br /&gt;
|0.5x&lt;br /&gt;
|1/1&lt;br /&gt;
|[[First Aid]]&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|9&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Training Paths: Bolter=&lt;br /&gt;
&lt;br /&gt;
The bolting cleric supplements the pure training with two ranks per level in [[Spell Aiming]] to utilize the three bolt spells available to clerics ([[Holy Bolt]], [[Fire Spirit]], and [[Web]]). Bolt attacks can be particularly devastating in combination with the various disability spells available to clerics. Bolts also help the cleric fight effectively against a wider variety of foes as well as provide access to a variety of [[wands]] with sufficient magic item training.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bolter Training Plan&#039;&#039;&#039;&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;#&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;PTP/MTP&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level 0&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level 10&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level 20&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level 30&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|15/0&lt;br /&gt;
|[[Armor Use]] &lt;br /&gt;
|1&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/3&lt;br /&gt;
|[[Spirit Mana Control]] &lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|24&lt;br /&gt;
|24&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|3/2&lt;br /&gt;
|[[Spell Aiming]]&lt;br /&gt;
|2&lt;br /&gt;
|22&lt;br /&gt;
|42&lt;br /&gt;
|62&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|7/0&lt;br /&gt;
|[[Physical Fitness]] &lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/6&lt;br /&gt;
|[[Spiritual Lore, Religion]]&lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/8&lt;br /&gt;
|[[Cleric Base|Cleric Spell Research]]&lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/8&lt;br /&gt;
|[[Major Spiritual|Major Spiritual Spell Research]]&lt;br /&gt;
|1&lt;br /&gt;
|8&lt;br /&gt;
|15&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/8&lt;br /&gt;
|[[Minor Spiritual|Minor Spiritual Spell Research]]&lt;br /&gt;
|1&lt;br /&gt;
|7&lt;br /&gt;
|7&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/2&lt;br /&gt;
|[[Magic Item Use]]&lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|0/4&lt;br /&gt;
|[[Harness Power]]&lt;br /&gt;
|2&lt;br /&gt;
|22&lt;br /&gt;
|42&lt;br /&gt;
|62&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Variation: Rescuer==&lt;br /&gt;
&lt;br /&gt;
The rescuing cleric focuses on defensive and utility magic to find and resurrect fallen adventurers while maintaining offensive capabilities. The hallmarks of this training path are [[Transference]] and [[Spirit Guide]], which allow the cleric to teleport from town to adventurer and back. Of course, Raise Dead is necessary to return players to life. As these are high-level spells the beginning player is advised to focus on a more combat-oriented path until they gain a familiarity with the profession.&lt;br /&gt;
&lt;br /&gt;
=Training Paths: Melee=&lt;br /&gt;
&lt;br /&gt;
Although less common since the introduction of the [[paladin]], a melee cleric is still a feasible training path. The melee cleric relies on spells to disable rather than kill their target, forgoing spell research to train in physical skills. The first training decision a melee cleric must make is whether to use a [[shield]] or [[two handed weapons]], a classic choice between offense and defense. The shield path requires a bit more [[training points]]. For the shield user, [[edged]] and [[blunt]] weapons have the same training cost, while [[brawling]] is a slightly more physical pursuit. While a comparison of weapon types is not the purpose of this guide, the differences are generally marginal and many clerics choose a weapon based on personal preference. The melee cleric will also need to train more heavily in armor, generally up to 35 ranks for [[armor|chainmail]]. Basic training in mana control, physical fitness, and perception remains the same as a pure, but the melee cleric has different spell and lore training goals. [[211|Bravery]], [[215|Heroism]], and [[117|Spirit Strike]] are important [[attack strength]] boosters. These spells benefit from [[Spiritual Lore, Blessings]].   &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Training Plan&#039;&#039;&#039;&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;#&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;PTP/MTP&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level 0&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level 10&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level 20&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level 30&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|8/0&lt;br /&gt;
|[[Armor Use]] &lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|4/2&lt;br /&gt;
|[[Edged Weapons]] &lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|13/0&lt;br /&gt;
|[[Shield Use]] &lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|7/0&lt;br /&gt;
|[[Physical Fitness]] &lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/8&lt;br /&gt;
|[[Cleric Base|Cleric Spell Research]]&lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/8&lt;br /&gt;
|[[Major Spiritual|Major Spiritual Spell Research]]&lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|19&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/8&lt;br /&gt;
|[[Minor Spiritual|Minor Spiritual Spell Research]]&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|17&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/4&lt;br /&gt;
|[[Harness Power]]&lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/6&lt;br /&gt;
|[[Spiritual Lore, Blessings]]&lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/3&lt;br /&gt;
|[[Spirit Mana Control]] &lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|24&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|0.5x&lt;br /&gt;
|0/2&lt;br /&gt;
|[[Magic Item Use]]&lt;br /&gt;
|1&lt;br /&gt;
|5&lt;br /&gt;
|10&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|0.5x&lt;br /&gt;
|0/2&lt;br /&gt;
|[[Arcane Symbols]]&lt;br /&gt;
|1&lt;br /&gt;
|5&lt;br /&gt;
|10&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/3&lt;br /&gt;
|[[Perception]]&lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|0.5x&lt;br /&gt;
|1/1&lt;br /&gt;
|[[First Aid]]&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|9&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Variation: Two Weapon User==&lt;br /&gt;
&lt;br /&gt;
A more expensive but damaging training path is [[Two Weapon Combat]]. Similar to a two-handed weapon cleric in principle, this style is particularly effective with two [[Flares|flaring]] weapons. The extra training points will come at the cost of spell research; the player will need to prioritize achieving certain spells or CS in a particular circle. This path requires a bit more experience with the Gemstone universe but is certainly viable.&lt;br /&gt;
&lt;br /&gt;
=Gearing Up=&lt;br /&gt;
&lt;br /&gt;
Now that you have a skill set for your cleric, it is time to gear them up! As noted above most clerics will target double leather as their main armor (even melee clerics will spend their first [[level]]s in this armor class). Most players target 4x (+20) as the baseline for gear, so you should aim for a relatively inexpensive set of 4x gear by level 10. Due to its popularity among the various spell casting professions cheap 4x leather can easily be found. (Many players in fact reach level 100 with 4x gear.) Some shops even sell 1x and 2x leather for only a coin or two, which can be particularly helpful in the first few levels. Your choice of weapon naturally depends on your training path. Pure clerics will use a runestaff, whose contribution to [[DS|defensive strength]] depends on the amount of training in certain magical skills. Since a runestaff&#039;s enchant does not contribute to CS, and may even be sheathed if [[channel]]ing a spell, investing in a powerful weapon is less of a priority for pures. Melee characters rely on their weapon for offense and will want a weapon with a powerful ability such as [[weighting]], a [[flare]], and/or an [[enhancive]].&lt;br /&gt;
&lt;br /&gt;
=Clerical Combat=   &lt;br /&gt;
Like other pure professions the goal of clerical combat is to avoid being hit, as magic users have fewer [[hitpoint]]s and weak [[damage reduction]]. Even the melee cleric will want to avoid taking a direct hit. Clerics survive combat using defensive buffs, disabling magic, and tactical engagement. Defensive buff spells can be prepared while in town (most defensive spells can be repeatedly cast for a maximum duration of 250 minutes). Some key defensive cleric spells include:&lt;br /&gt;
&lt;br /&gt;
*[[Spirit Warding I (101)]] and [[Spirit Warding II (107)]]&lt;br /&gt;
*[[Spirit Barrier (102)]] (particularly for warding clerics)&lt;br /&gt;
*[[Spirit Defense (103)]]&lt;br /&gt;
*[[Spirit Shield (202)]]&lt;br /&gt;
*[[Spell Shield (219)]]&lt;br /&gt;
*[[Prayer of Protection (303)]]&lt;br /&gt;
*[[Benediction (307)]]&lt;br /&gt;
*[[Warding Sphere (310)]]&lt;br /&gt;
*[[Prayer (313)]]&lt;br /&gt;
*[[Soul Ward (319)]]&lt;br /&gt;
&lt;br /&gt;
Most battles will require the cleric to weaken or disable their adversary in some fashion, particularly as your encounter more dangerous foes. Some useful spells include:&lt;br /&gt;
&lt;br /&gt;
*[[Unbalance (110)]]&lt;br /&gt;
*[[Web (118)]]&lt;br /&gt;
*[[Silence (210)]]&lt;br /&gt;
*[[Interference (212)]]&lt;br /&gt;
*[[Prayer of Holding (301)]]&lt;br /&gt;
*[[Blind (311)]]&lt;br /&gt;
*[[Censure (316)]] &lt;br /&gt;
&lt;br /&gt;
Of course the cleric must also inflict damage. Many offensive spells are affected by your [[stance]], meaning that a careful combatant can wait in defensive for their foe to attack, switch into offensive for their attack, and switch back into defensive before their foe launches their next attack (known colloquially as &amp;quot;stance dancing&amp;quot;). This tactic becomes more difficult when multiple foes are in the same room. While warding spells are generally not affected by stance, some spells can be [[channel]]led for additional power. Common offensive spells include:&lt;br /&gt;
&lt;br /&gt;
*[[Fire Spirit (111)]]&lt;br /&gt;
*[[Smite/Bane (302)]]&lt;br /&gt;
*[[Holy Bolt (306)]]&lt;br /&gt;
*[[Fervent Reproach (312)]]&lt;br /&gt;
*[[Divine Fury (317)]]&lt;br /&gt;
&lt;br /&gt;
All beginning magic users find their [[mana]] supply to be limited early in their career. Due to this limitation some players advise playing a more melee-oriented character (perhaps using a [[claidhmore]]) before [[fixskill]]ing into a more magical path. Other players rely more heavily on [[wand]]s or hunt in groups. Choosing your battles is also important as some foes are just not suited to the young cleric, particularly living foes for the smite cleric (and vice versa). Importantly clerics can [[meditate]], increasing their mana regeneration on [[node]]s. Many low-level hunting grounds are close enough to nodes that a cleric can run back to quickly recharge their mana supply before venturing back into battle.  &lt;br /&gt;
&lt;br /&gt;
=Societies=&lt;br /&gt;
&lt;br /&gt;
There are three mutually exclusive societies in Elanthia that can be joined at level three: the [[Council of Light]], [[Guardians of Sunfist]], and [[Order of Voln]]. The [[New Players&#039; Guide]] provides a general overview of these options, and each individual entry has more detail which should be reviewed before making a selection. It is common to find clerics join the Order of Voln, because clerics are especially adept at fighting undead, or the Council of Light because clerics have high spirit regeneration.&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
*[[Cleric]] (main article)&lt;br /&gt;
*[[New Players&#039; Guide]] (a comprehensive beginner&#039;s guide for new players of any profession)&lt;br /&gt;
*[[Cleric Guild]]&lt;br /&gt;
*[[The Art of Roleplaying in GemStone IV (guide)]]&lt;br /&gt;
*[[Player Guide Contest]]&lt;br /&gt;
&lt;br /&gt;
=References=&lt;br /&gt;
*[http://www.play.net/gs4/info/professions/clerics.asp Cleric profession on Play.net]&lt;br /&gt;
*[http://www.play.net/gs4/info/npg/home.asp GemStone IV New Player Guide on Play.net]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Cleric]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;br /&gt;
[[Category:New Player| ]]&lt;/div&gt;</summary>
		<author><name>CLAUDE209</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Beginner%27s_guide_to_playing_a_cleric&amp;diff=58610</id>
		<title>Beginner&#039;s guide to playing a cleric</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Beginner%27s_guide_to_playing_a_cleric&amp;diff=58610"/>
		<updated>2015-03-08T15:00:42Z</updated>

		<summary type="html">&lt;p&gt;CLAUDE209: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Work-in-progress}}&lt;br /&gt;
&lt;br /&gt;
Feeling the calling to be a cleric? Clerics are a crucial [[profession]] in [[Elanthia]], as they are able to powerfully resurrect other adventurers. At higher levels clerics can even [[350|resurrect themselves]].  Clerics are also strong casters in their own right, with a variety of abilities and flexible training paths to suit many characters. Finally, a cleric&#039;s intimate connection to the [[Arkati]] affords unique [[roleplay]]ing opportunities. If you are in the first 30 days of your account, you can switch [[training points]] between your [[skills]] at no cost, so use this guide as a starting point to experiment with different styles to see what suits you best!&lt;br /&gt;
&lt;br /&gt;
=Clerical Overview=&lt;br /&gt;
&lt;br /&gt;
Clerics have several general training paths available to them. One end of the spectrum is the warding cleric who focuses solely on [[warding]] spells. A little more versatile is the pure cleric that also trains in [[bolt]] spells. Less popular after the introduction of the [[paladin]] profession but still viable is the [[melee]] cleric, who tend to favor [[two handed weapons]] or [[brawling]]. Finally the rescuing cleric focuses on saving other adventurers from [[death]].&lt;br /&gt;
&lt;br /&gt;
==Life and Death in Elanthia==&lt;br /&gt;
&lt;br /&gt;
No matter your training path resurrecting the dead is a hallmark of being a cleric. Clerics do not gain this awesome power initially, as they must advance to at least the 18th level to cast [[Raise Dead]]. Clerics earn a significant amount of [[experience]] from resurrecting the dead, in addition to the general gratitude of the populace. The general process is as follows. When an adventurer dies, they have a race-specific [[death#decay timer|decay timer]] of at least ten minutes. The cleric can pause this timer with their [[Preservation]] spell, or another adventurer can use a [[white flask]]. Preservation is not required for resurrection but is generally advisable. Once the corpse is in a safe location and cleaned of wounds, the cleric must establish a [[308|spiritual link]] with the corpse to prevent another cleric from interfering with the rite. Finally the cleric casts Raise Dead at a cost of [[mana]] and [[spirit]] to the cleric, raising the adventurer in a weakened state; the exact costs of this spell depend on the cleric&#039;s training. More details of this process can be read in the respective spell entries.&lt;br /&gt;
&lt;br /&gt;
==The Arkati and You==&lt;br /&gt;
&lt;br /&gt;
Another nearly universal aspect of being a cleric is your relationship to the &amp;quot;gods&amp;quot; of Elanthia, the [[Arkati]]. Although it is not strictly necessary to [[convert]] to a specific Arkati, aligning yourself with a specific Arkati will effect the damage and messaging of some [[convert#spells affected|cleric spells]]. In particular the main offensive warding cleric spell [[Smite/Bane]] depends upon alignment, with [[Liabo]] Arkati strong against the [[undead]] and [[Lornon]] Arkati strong against the living. Your chosen Arkati can also have a non-mechanical influence on your character, depending upon your style of [[roleplay]]. Powerful clerics are able to [[330|commune]] with their Arkati, a unique opportunity to interact with a [[GameMaster]].&lt;br /&gt;
&lt;br /&gt;
=Character Creation=&lt;br /&gt;
&lt;br /&gt;
==Race==&lt;br /&gt;
While each [[race]] has different adjustments to their [[stats]], making some races more optimal for a cleric than others, these differences are ultimately marginal and do not preclude a viable character of any race. &lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
The main clerical [[statistics]] are [[Wisdom]] and [[Intuition]], meaning these stats yield double [[training points]] (TPs). The wisdom stat bonus also increases [[casting strength]] (CS). [[Aura]] is somewhat important since it determines [[spirit]], which is necessary to resurrect other adventurers. Other stats become important depending on your training path. For example, bolting clerics will want a higher [[Dexterity]] since it affects bolt attack strength. &lt;br /&gt;
&lt;br /&gt;
The following stats are a good starting point for the beginning cleric:&lt;br /&gt;
*[[Strength]]:50, [[Constitution]]:70, [[Dexterity]]:50, [[Agility]]:50&lt;br /&gt;
*[[Discipline]]:70, [[Aura]]:90&lt;br /&gt;
*[[Logic]]:80, [[Intuition]]:90, [[Wisdom]]:90, [[Influence]]:20&lt;br /&gt;
&lt;br /&gt;
=Training Paths: Pure Warder=&lt;br /&gt;
&lt;br /&gt;
As [[pure]]s, clerics are intended to utilize magic to survive in Elanthia. The pure warding cleric is the most traditional play style and can serve as a starting point to experiment off of. All casting clerics need eight ranks of [[Armor Use]] to fully train for [[armor|double leather]]. This basic armor provides full coverage with no [[spell hindrance]], and the goal of most pures is to avoid being hit by a foe in the first place. At least 24 ranks of [[Spiritual Mana Control]] are needed to successfully resurrect an adventurer (you can over-train in this skill to cast resurrection at level 18). [[Physical Fitness]], [[Perception]], and [[Spiritual Lore, Blessings]] are basic skills that should be trained in once per level. &lt;br /&gt;
&lt;br /&gt;
Beyond these requirements, the pure caster will want to invest in spell ranks. The [[Cleric Base|cleric spell circle]] naturally provides the main arsenal of spells. CS is calculated so that each additional spell rank beyond the player&#039;s [[level]] increases strength at a decreasing rate. The most efficient investment is an extra 21 ranks beyond the current level (e.g., 41 ranks for a level 20 player). However clerics also have access to the [[Major Spiritual]] and [[Minor Spiritual]] spell circles, which have important spells (and also boost CS). Each player will have different priorities, but [[Spirit Warding II]], [[Spell Shield]], and [[Lesser Shroud]] are important goals. Remember you must be at least the same level as the spell to cast it.&lt;br /&gt;
&lt;br /&gt;
A variety of secondary skills will also be useful and can be trained in at the player&#039;s discretion. [[Arcane Symbols]] and [[Magic Item Use]] are necessary to use scrolls and magical items respectively, providing the cleric with access to outside spell circles. These skills also contribute to [[runestaff]] defense, the cleric&#039;s main defensive weapon. Early on, training twice per level in [[Harness Power]] will provide much-needed mana. [[First Aid]] is useful to bandage bleeding [[wounds]] when no [[empath]] is available.  The other two types of [[Spiritual Lore]] enhance cleric spells in different ways and can be trained in as the player sees fit, particularly if one of the below variations is used. Finally some ranks of [[Climbing]] and [[Swimming]] will be needed to access certain hunting grounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Training Plan&#039;&#039;&#039;&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;#&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;PTP/MTP&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level 0&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level 10&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level 20&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level 30&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|15/0&lt;br /&gt;
|[[Armor Use]] &lt;br /&gt;
|1&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/3&lt;br /&gt;
|[[Spirit Mana Control]] &lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|24&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|7/0&lt;br /&gt;
|[[Physical Fitness]] &lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/3&lt;br /&gt;
|[[Perception]]&lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/6&lt;br /&gt;
|[[Spiritual Lore, Blessings]]&lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/8&lt;br /&gt;
|[[Cleric Base|Cleric Spell Research]]&lt;br /&gt;
|1&lt;br /&gt;
|15&lt;br /&gt;
|35&lt;br /&gt;
|51&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/8&lt;br /&gt;
|[[Major Spiritual|Major Spiritual Spell Research]]&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/8&lt;br /&gt;
|[[Minor Spiritual|Minor Spiritual Spell Research]]&lt;br /&gt;
|1&lt;br /&gt;
|8&lt;br /&gt;
|12&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/2&lt;br /&gt;
|[[Magic Item Use]]&lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|0/4&lt;br /&gt;
|[[Harness Power]]&lt;br /&gt;
|2&lt;br /&gt;
|22&lt;br /&gt;
|42&lt;br /&gt;
|62&lt;br /&gt;
|-&lt;br /&gt;
|0.5x&lt;br /&gt;
|1/1&lt;br /&gt;
|[[First Aid]]&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|9&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Variation: Bolter==&lt;br /&gt;
&lt;br /&gt;
The bolting cleric supplements the pure training with two ranks per level in [[Spell Aiming]] to utilize the three bolt spells available to clerics ([[Holy Bolt]], [[Fire Spirit]], and [[Web]]). Bolt attacks can be particularly devastating in combination with the various disability spells available to clerics. Bolts also help the cleric fight effectively against a wider variety of foes as well as provide access to a variety of [[wands]] with sufficient magic item training.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bolter Training Plan&#039;&#039;&#039;&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;#&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;PTP/MTP&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level 0&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level 10&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level 20&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level 30&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|15/0&lt;br /&gt;
|[[Armor Use]] &lt;br /&gt;
|1&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/3&lt;br /&gt;
|[[Spirit Mana Control]] &lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|24&lt;br /&gt;
|24&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|3/2&lt;br /&gt;
|[[Spell Aiming]]&lt;br /&gt;
|2&lt;br /&gt;
|22&lt;br /&gt;
|42&lt;br /&gt;
|62&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|7/0&lt;br /&gt;
|[[Physical Fitness]] &lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/6&lt;br /&gt;
|[[Spiritual Lore, Religion]]&lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/8&lt;br /&gt;
|[[Cleric Base|Cleric Spell Research]]&lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/8&lt;br /&gt;
|[[Major Spiritual|Major Spiritual Spell Research]]&lt;br /&gt;
|1&lt;br /&gt;
|8&lt;br /&gt;
|15&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/8&lt;br /&gt;
|[[Minor Spiritual|Minor Spiritual Spell Research]]&lt;br /&gt;
|1&lt;br /&gt;
|7&lt;br /&gt;
|7&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/2&lt;br /&gt;
|[[Magic Item Use]]&lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|0/4&lt;br /&gt;
|[[Harness Power]]&lt;br /&gt;
|2&lt;br /&gt;
|22&lt;br /&gt;
|42&lt;br /&gt;
|62&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Variation: Rescuer==&lt;br /&gt;
&lt;br /&gt;
The rescuing cleric focuses on defensive and utility magic to find and resurrect fallen adventurers while maintaining offensive capabilities. The hallmarks of this training path are [[Transference]] and [[Spirit Guide]], which allow the cleric to teleport from town to adventurer and back. Of course, Raise Dead is necessary to return players to life. As these are high-level spells the beginning player is advised to focus on a more combat-oriented path until they gain a familiarity with the profession.&lt;br /&gt;
&lt;br /&gt;
=Training Paths: Melee=&lt;br /&gt;
&lt;br /&gt;
Although less common since the introduction of the [[paladin]], a melee cleric is still a feasible training path. The melee cleric relies on spells to disable rather than kill their target, forgoing spell research to train in physical skills. The first training decision a melee cleric must make is whether to use a [[shield]] or [[two handed weapons]], a classic choice between offense and defense. The shield path requires a bit more [[training points]]. For the shield user, [[edged]] and [[blunt]] weapons have the same training cost, while [[brawling]] is a slightly more physical pursuit. While a comparison of weapon types is not the purpose of this guide, the differences are generally marginal and many clerics choose a weapon based on personal preference. The melee cleric will also need to train more heavily in armor, generally up to 35 ranks for [[armor|chainmail]]. Basic training in mana control, physical fitness, and perception remains the same as a pure, but the melee cleric has different spell and lore training goals. [[211|Bravery]], [[215|Heroism]], and [[117|Spirit Strike]] are important [[attack strength]] boosters. These spells benefit from [[Spiritual Lore, Blessings]].   &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Training Plan&#039;&#039;&#039;&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;#&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;PTP/MTP&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level 0&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level 10&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level 20&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Level 30&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|8/0&lt;br /&gt;
|[[Armor Use]] &lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|4/2&lt;br /&gt;
|[[Edged Weapons]] &lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|13/0&lt;br /&gt;
|[[Shield Use]] &lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|7/0&lt;br /&gt;
|[[Physical Fitness]] &lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/8&lt;br /&gt;
|[[Cleric Base|Cleric Spell Research]]&lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/8&lt;br /&gt;
|[[Major Spiritual|Major Spiritual Spell Research]]&lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|19&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/8&lt;br /&gt;
|[[Minor Spiritual|Minor Spiritual Spell Research]]&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|17&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/4&lt;br /&gt;
|[[Harness Power]]&lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/6&lt;br /&gt;
|[[Spiritual Lore, Blessings]]&lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/3&lt;br /&gt;
|[[Spirit Mana Control]] &lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|24&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|0.5x&lt;br /&gt;
|0/2&lt;br /&gt;
|[[Magic Item Use]]&lt;br /&gt;
|1&lt;br /&gt;
|5&lt;br /&gt;
|10&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|0.5x&lt;br /&gt;
|0/2&lt;br /&gt;
|[[Arcane Symbols]]&lt;br /&gt;
|1&lt;br /&gt;
|5&lt;br /&gt;
|10&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/3&lt;br /&gt;
|[[Perception]]&lt;br /&gt;
|1&lt;br /&gt;
|11&lt;br /&gt;
|21&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|0.5x&lt;br /&gt;
|1/1&lt;br /&gt;
|[[First Aid]]&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|9&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Variation: Two Weapon User==&lt;br /&gt;
&lt;br /&gt;
A more expensive but damaging training path is [[Two Weapon Combat]]. Similar to a two-handed weapon cleric in principle, this style is particularly effective with two [[Flares|flaring]] weapons. The extra training points will come at the cost of spell research; the player will need to prioritize achieving certain spells or CS in a particular circle. This path requires a bit more experience with the Gemstone universe but is certainly viable.&lt;br /&gt;
&lt;br /&gt;
=Gearing Up=&lt;br /&gt;
&lt;br /&gt;
Now that you have a skill set for your cleric, it is time to gear them up! As noted above most clerics will target double leather as their main armor (even melee clerics will spend their first [[level]]s in this armor class). Most players target 4x (+20) as the baseline for gear, so you should aim for a relatively inexpensive set of 4x gear by level 10. Due to its popularity among the various spell casting professions cheap 4x leather can easily be found. (Many players in fact reach level 100 with 4x gear.) Some shops even sell 1x and 2x leather for only a coin or two, which can be particularly helpful in the first few levels. Your choice of weapon naturally depends on your training path. Pure clerics will use a runestaff, whose contribution to [[DS|defensive strength]] depends on the amount of training in certain magical skills. Since a runestaff&#039;s enchant does not contribute to CS, and may even be sheathed if [[channel]]ing a spell, investing in a powerful weapon is less of a priority for pures. Melee characters rely on their weapon for offense and will want a weapon with a powerful ability such as [[weighting]], a [[flare]], and/or an [[enhancive]].&lt;br /&gt;
&lt;br /&gt;
=Clerical Combat=   &lt;br /&gt;
Like other pure professions the goal of clerical combat is to avoid being hit, as magic users have fewer [[hitpoint]]s and weak [[damage reduction]]. Even the melee cleric will want to avoid taking a direct hit. Clerics survive combat using defensive buffs, disabling magic, and tactical engagement. Defensive buff spells can be prepared while in town (most defensive spells can be repeatedly cast for a maximum duration of 250 minutes). Some key defensive cleric spells include:&lt;br /&gt;
&lt;br /&gt;
*[[Spirit Warding I (101)]] and [[Spirit Warding II (107)]]&lt;br /&gt;
*[[Spirit Barrier (102)]] (particularly for warding clerics)&lt;br /&gt;
*[[Spirit Defense (103)]]&lt;br /&gt;
*[[Spirit Shield (202)]]&lt;br /&gt;
*[[Spell Shield (219)]]&lt;br /&gt;
*[[Prayer of Protection (303)]]&lt;br /&gt;
*[[Benediction (307)]]&lt;br /&gt;
*[[Warding Sphere (310)]]&lt;br /&gt;
*[[Prayer (313)]]&lt;br /&gt;
*[[Soul Ward (319)]]&lt;br /&gt;
&lt;br /&gt;
Most battles will require the cleric to weaken or disable their adversary in some fashion, particularly as your encounter more dangerous foes. Some useful spells include:&lt;br /&gt;
&lt;br /&gt;
*[[Unbalance (110)]]&lt;br /&gt;
*[[Web (118)]]&lt;br /&gt;
*[[Silence (210)]]&lt;br /&gt;
*[[Interference (212)]]&lt;br /&gt;
*[[Prayer of Holding (301)]]&lt;br /&gt;
*[[Blind (311)]]&lt;br /&gt;
*[[Censure (316)]] &lt;br /&gt;
&lt;br /&gt;
Of course the cleric must also inflict damage. Many offensive spells are affected by your [[stance]], meaning that a careful combatant can wait in defensive for their foe to attack, switch into offensive for their attack, and switch back into defensive before their foe launches their next attack (known colloquially as &amp;quot;stance dancing&amp;quot;). This tactic becomes more difficult when multiple foes are in the same room. While warding spells are generally not affected by stance, some spells can be [[channel]]led for additional power. Common offensive spells include:&lt;br /&gt;
&lt;br /&gt;
*[[Fire Spirit (111)]]&lt;br /&gt;
*[[Smite/Bane (302)]]&lt;br /&gt;
*[[Holy Bolt (306)]]&lt;br /&gt;
*[[Fervent Reproach (312)]]&lt;br /&gt;
*[[Divine Fury (317)]]&lt;br /&gt;
&lt;br /&gt;
All beginning magic users find their [[mana]] supply to be limited early in their career. Due to this limitation some players advise playing a more melee-oriented character (perhaps using a [[claidhmore]]) before [[fixskill]]ing into a more magical path. Other players rely more heavily on [[wand]]s or hunt in groups. Choosing your battles is also important as some foes are just not suited to the young cleric, particularly living foes for the smite cleric (and vice versa). Importantly clerics can [[meditate]], increasing their mana regeneration on [[node]]s. Many low-level hunting grounds are close enough to nodes that a cleric can run back to quickly recharge their mana supply before venturing back into battle.  &lt;br /&gt;
&lt;br /&gt;
=Societies=&lt;br /&gt;
&lt;br /&gt;
There are three mutually exclusive societies in Elanthia that can be joined at level three: the [[Council of Light]], [[Guardians of Sunfist]], and [[Order of Voln]]. The [[New Players&#039; Guide]] provides a general overview of these options, and each individual entry has more detail which should be reviewed before making a selection. It is common to find clerics join the Order of Voln, because clerics are especially adept at fighting undead, or the Council of Light because clerics have high spirit regeneration.&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
*[[Cleric]] (main article)&lt;br /&gt;
*[[New Players&#039; Guide]] (a comprehensive beginner&#039;s guide for new players of any profession)&lt;br /&gt;
*[[Cleric Guild]]&lt;br /&gt;
*[[The Art of Roleplaying in GemStone IV (guide)]]&lt;br /&gt;
*[[Player Guide Contest]]&lt;br /&gt;
&lt;br /&gt;
=References=&lt;br /&gt;
*[http://www.play.net/gs4/info/professions/clerics.asp Cleric profession on Play.net]&lt;br /&gt;
*[http://www.play.net/gs4/info/npg/home.asp GemStone IV New Player Guide on Play.net]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Cleric]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;br /&gt;
[[Category:New Player| ]]&lt;/div&gt;</summary>
		<author><name>CLAUDE209</name></author>
	</entry>
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